gobl_tourney1 (Carved Grounds) Entry for the mapping contest

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Bliccer
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gobl_tourney1 (Carved Grounds) Entry for the mapping contest

Post by Bliccer »

EDIT: Changed the dl-link to the final pk3 file and the pictures.

I hope you guys can help us out with item balancing, or some architecture ideas or bug finding.
This is also a map for maverick's competition.

Here is the pk3:

gobl_tourney1.zip

Shot008 link (cause of imgmax)

Thanks to Nitin:
http://planetquake.gamespy.com/fullstory.php?id=163167
http://www.celephais.net/board/view_thread.php?id=60449
Last edited by Bliccer on Sun Aug 15, 2010 2:58 pm, edited 7 times in total.
axbaby
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Re: g0bli (name is wip) [ALPHA]

Post by axbaby »

good map, well constructed.
Your map is beyond alpha, as far as i can see it's just got a few mnior issues and then it's ready to ship.
- i would like to see some more clipping on some of your walls
-i don't like the way we walk down stairs,thunk thunk .. maybe clip the stairs?
-minor issue on some cave ceilings where i can see vertex lines "wrong word?" and the textures don't seem to flow well from one to another. I can see how these caves could be a nightmare to contruct perfectly but you have come close.
-texturing ... ya, it's good enough
I kind of wish i had this map ages ago to put on a server, we prbably would have like it but i imagine people may have complained that it might have been too cramped with many players playing.

good job with the little details like the pipes and ceiling lights, your a good mapper and created a good map.
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dichtfux
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Re: g0bli (name is wip) [ALPHA]

Post by dichtfux »

Wow, cool map. Looks like that competition attracted some very skilled people.

I really like those rocks in this map. Maybe a bit cramped in places as axbaby said. And you can get from RA to MH in 2 secs atm, dunno about that.

What about the lighting? Either my Q3A settings are completely fucked or the lighting of this map is...

This white light looks more as if chalk was thrown at the rocks for me:
[lvlshot]http://www.airrocket.net/~spirit/4weeks/gob2.jpg[/lvlshot]

This place (and some others) look like way too much ambient lighting:
[lvlshot]http://www.airrocket.net/~spirit/4weeks/gob1.jpg[/lvlshot]

Minor thing: I expected to fall into the floor at LG because the glass there is very transparent. But it's too bright in my room to play Quake atm, may be related to that.

Fix these and this is a great map.
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Bliccer
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Re: g0bli (name is wip) [ALPHA]

Post by Bliccer »

Thanks for the first comments. It's a map by g0th and me btw.
Lightissue: The lighting is far from finished. I just compiled it with a _minlight 12 so everyone has enough light to walk around. It's just an alpha, mainly because testing the items.
The jumppad you mean will more look like this:

Image

- Next we will exchange RG with GL
- Put a teleporter opposite the YA leading to, either the other teleporter room (some nice telecombos can be made), or into the caves, next to the LG
- First we had a YA instead of a RA there... dunno if we should get back to this.

Clipping will be done after we have done our todolist =)

@axbaby: Would be great if you could make some precise screenshots of the terrain. And I don't think the stairs are to "thunky". Actually I think they are acting more like normal floor than like stairs.
Or do you mean when you go upstairs that you are to near to the next stair and moving around too edgy; or more the sound? Don't know how to explain :D

@dichtfux: which glass at the LG you mean?
axbaby
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Re: g0bli (name is wip) [ALPHA]

Post by axbaby »

Hi, i just don't like the lack the way i feels to walk down your stairs. Walking down your stairs produces a thunk think sound and i do not like that. I always clip my stairs like a ramp and i'm sure some of us do that as well.

Also, your screens are really dark so i assume that is how you see it, on my screen the lighting is just the right brightness but the lighting seems plain. You better look into that just in case your map reviewer complains.
my gamma is 1.6
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Hipshot
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Re: g0bli (name is wip) [ALPHA]

Post by Hipshot »

axbaby wrote:Hi, i just don't like the lack the way i feels to walk down your stairs. Walking down your stairs produces a thunk think sound and i do not like that. I always clip my stairs like a ramp and i'm sure some of us do that as well.

Also, your screens are really dark so i assume that is how you see it, on my screen the lighting is just the right brightness but the lighting seems plain. You better look into that just in case your map reviewer complains.
my gamma is 1.6
Making your stairs as ramps are bad practice, makes your movement to be treated as, well a slope =) So when you run up them you usually make a little jump in the end.
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Chretien
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Re: g0bli (name is wip) [ALPHA]

Post by Chretien »

axbaby wrote:Hi, i just don't like the lack the way i feels to walk down your stairs. Walking down your stairs produces a thunk think sound and i do not like that. I always clip my stairs like a ramp and i'm sure some of us do that as well.

Also, your screens are really dark so i assume that is how you see it, on my screen the lighting is just the right brightness but the lighting seems plain. You better look into that just in case your map reviewer complains.
my gamma is 1.6
1.6 seems a little high, but I guess it depends on what monitor and settings of the monitor you're using. I'm using a value of 0.85. Remember, black should be black and not grey.
axbaby
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Re: g0bli (name is wip) [ALPHA]

Post by axbaby »

Yes , i suppose your right about the brightness , looks in this case is more important then frags.
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Bliccer
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Re: g0bli (name is wip) [ALPHA]

Post by Bliccer »

Hipshot wrote:Making your stairs as ramps are bad practice, makes your movement to be treated as, well a slope =) So when you run up them you usually make a little jump in the end.
That was a problem with the ramps in the teleporter room, that's why I turned them into stairs.
But I also can see what axbaby is aiming for. I always hate "falling" down the stairs in pro-q3dm6 at the RA. Sometimes I die because of this, because I cant change the direction as fast as I want. Hm. Hard to tell if clips are better now or not. Perhaps there is some "middle".
dichtfux
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Re: g0bli (name is wip) [ALPHA]

Post by dichtfux »

Bliccer wrote:@dichtfux: which glass at the LG you mean?
Hm, seems like it ain't glass but some fence on the floor:
[lvlshot]http://www.airrocket.net/~spirit/4weeks/gob3.jpg[/lvlshot]

If you get closer it gets visible, in the distance shown on the screenie there's only some black dots where it is.
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Bliccer
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Re: g0bli (name is wip) [ALPHA]

Post by Bliccer »

Kay, thanks for the screen.
But it's the RG not the LG. That's why I was confused.
dichtfux
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Re: g0bli (name is wip) [ALPHA]

Post by dichtfux »

Ooops.
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Bliccer
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Re: g0bli (name is wip) [ALPHA]

Post by Bliccer »

Here is the final beta (the pk3 is in the zip file). We go from prealpha to last beta... actually we wanted to have a final product, though :D
There is too much to say what we changed so I won't put that down here.
Gameplaychanges: 1 new teleporter, exchanged railgun with GL, YA instead of RA.
There are bots included (not the best... don't know why they don't use the small jumppads)
Have Fun and comment!

g0bli_beta

Most important question: Why do the plants not cast any shadows? Lightmapscale on terrain is set. Also shader has surfaceparm alphashadow.
Bliccer
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Re: g0bli (name is wip) [BETA]

Post by Bliccer »

Hm, no one?
dichtfux
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Re: g0bli (name is wip) [BETA]

Post by dichtfux »

It's still early in the US, don't panic. Most ppl don't play Quake 3 at work. ;)

Here's some minor things I noticed:

This corner seems too evil for a 25H:
[lvlshot]http://www.airrocket.net/~spirit/4weeks/blic1.jpg[/lvlshot]

This JP looks too plain from this angle:
[lvlshot]http://www.airrocket.net/~spirit/4weeks/blic2.jpg[/lvlshot]

You can jump up here using this light, which is good. But...
[lvlshot]http://www.airrocket.net/~spirit/4weeks/blic3.jpg[/lvlshot]

... you can't do the same with the 2 lights on the left and right in this place. You gotta use the large one in the middle. I was confused in the beginning.
[lvlshot]http://www.airrocket.net/~spirit/4weeks/blic4.jpg[/lvlshot]

I like the shards on the lamps in the GL/YA area btw. :)

Very cool map.
Last edited by dichtfux on Tue Aug 03, 2010 6:19 pm, edited 1 time in total.
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obsidian
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Re: g0bli (name is wip) [BETA]

Post by obsidian »

It feels a little constricting in places - narrow hallways. Not much you can do at this point.

Plants seem to be casting shadows to me. :shrug:

I would try adding deformVertexes autosprite2 to the purple flower plants and see how that looks.
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Bliccer
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Post by Bliccer »

Okay here is the final version

gobl_tourney1

But found two minor bugs... one time I forgot to delete the playerclips, second time the lights didnt work correctly in some small places... But haven't had time anymore. Compiled the final version at 7.30 am...

Thanks for testing. You're all mentioned in the readme =)
Anthem
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Re: gobl_tourney1 (Carved Grounds) Entry the mapping contest

Post by Anthem »

Good luck! :D It turned out well for having such little time.
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Bliccer
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Re: gobl_tourney1 (Carved Grounds) Entry for the mapping contest

Post by Bliccer »

Please tell me if the light just looks plain or too bright, now...
What you think about the light in the transition between terrain/floor at the big jumppad?
What you think about the stairs at the YA?

gobl_tourney1_edit.pk3
axbaby
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Re: gobl_tourney1 (Carved Grounds) Entry for the mapping contest

Post by axbaby »

Looks good except
-How does the Gray trim and other Grayish textures near and around the teleporter and many areas of your map look to you?
On my screen those Gray textures looks under lit and blotchy.
Edit : Personally i would choose another texture, i see from the above screenshots that it's probably the choice of texture and not a lighting issue.
-Bounce Pad areas are too bright ?
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Bliccer
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Re: gobl_tourney1 (Carved Grounds) Entry for the mapping contest

Post by Bliccer »

Actually the trim texture is good I think, since there is some contrast between the brighter grey of the floor and the terrain or other parts. Furthermore it has a slight metallic look because of the shininess.

The jumppads. Hm. In the previous version (final one, I linked in first post) the jumppad texture wasn't emitting so much light and that looked boring somehow. Maybe reduce a value of 250. At the moment it has 2500.

You played the prefinal version? Is the latest version here brighter than the prefinal? Are there still some places which are too dark? Caves for example?
axbaby
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Re: gobl_tourney1 (Carved Grounds) Entry for the mapping contest

Post by axbaby »

Lighting was good for gameplay with my settings, nice transition from caves to rooms but over bright near jumpads.
You need more opinions to know for sure
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nitin77
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Re: gobl_tourney1 (Carved Grounds) Entry for the mapping contest

Post by nitin77 »

this comp has definitely produced some high class maps.
nitin77
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Re: gobl_tourney1 (Carved Grounds) Entry for the mapping contest

Post by nitin77 »

I thought this looked quite good, especially the terrain and lighting which was perfectly contrasted on my setup (a look I prefer to the usual overly bright dm maps).

Layout is also decent but the weapon load seems overly heavy and somewhat redundant for a tourney map.

Bug wise, the bots keep getting stuck on the terrain near the jumppad next to the stairs leading to the YA.
Bliccer
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Re: gobl_tourney1 (Carved Grounds) Entry for the mapping contest

Post by Bliccer »

Hm... for the weapons I think they are quiet okay. Maybe you have some suggestions which I should delete or leave. Dunno. Already thought about swapping LG and GL and putting a RA at the LG spot instead.

Or well... maybe YA - MH- YA is good as it is. One one line. You can get the 2xYA easily and the other one has mh meanwhile. Mabye the item control is hard to break, but .... hm.

Bots... will be fixed!

Will there be a post on func_?
Just asking all the time, because I want to be on other sites than just by reviews on lvlworld or q3a.ath.cx :D
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