q3dmp14 - bouncing and shiz :D
Re: q3dmp14 - bouncing and shiz :D
file under abandoned, mapping for l4d now..
hammer is weird heh
hammer is weird heh
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Re: q3dmp14 - bouncing and shiz :D
damn you...
Re: q3dmp14 - bouncing and shiz :D

[lvlshot]http://img101.imageshack.us/img101/4595/shot0049b.jpg[/lvlshot]
Re: q3dmp14 - bouncing and shiz :D
[lvlshot]http://img40.imageshack.us/img40/7881/shot0050d.jpg[/lvlshot]
Re: q3dmp14 - bouncing and shiz :D
and a link if ya wanna play, its had more work done on it since those screenshots there.. you wil see, enjoy : http://www.mediafire.com/?h5560c2zzo6h04q
Re: q3dmp14 - bouncing and shiz :D
I like what you did with the power up, and the sky is fine, but I can't say I don't miss the green sky.
I think perhaps you should try to adjust the push height of the jump pad that sends a player to Mega Health. I believe it is a bit too high. Also, I think the pad that sends a player to red armor pushes a little too far. It is easy to fall off the edge of the RA platform.
Besides those two points, the gameplay is interesting. This would be a fun 4 player FFA map.

I think perhaps you should try to adjust the push height of the jump pad that sends a player to Mega Health. I believe it is a bit too high. Also, I think the pad that sends a player to red armor pushes a little too far. It is easy to fall off the edge of the RA platform.
Besides those two points, the gameplay is interesting. This would be a fun 4 player FFA map.

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Re: q3dmp14 - bouncing and shiz :D
the ra jump pad is perfect, the bots use it and dont die, so that stays. i've moved teh mh higher, now you can get anywhere in ya landing time lol... umm... shuffled some stuff around. here is what i believe to be the final, so if no major complaints, can i call it final in your opinions? link: http://www.mediafire.com/?p8rdzr2edzlc1r9
enjoy
enjoy

Re: q3dmp14 - bouncing and shiz :D
Perhaps consider these changes:

Blue: Go into the tele, come out at the platform surrounded by 3 windows opposite of the Personal Teleporter that has nothing on it.
Red: The grenade area seems like a bit of an after thought. I think this area would be more suited for a weapon than ammo. Perhaps move the grenade to where this shotgun ammo box is.
Also, I have to slow myself down in order not to fall off of the Red Armor platform. I recommend either moving the target_position a few units closer to the pad area (to make momentum a bit less, of course), or to set up a small wall to block players from falling off of the RA platform simply from the pad. This doesn't detract from the danger of using the pad to get the Red Armor, as a player who follows another player in the path of that jump pad will be able to trail with spam of any weapon such as mg, plasma, lightning and rockets. This makes the platform a strategical death trap rather than a frustrating plummet off the edge of the map.
Just some things to consider. It looks great. Plays very well. I'm happy you decided to finish this up before you depart.
Good luck with your future in mapping.

Blue: Go into the tele, come out at the platform surrounded by 3 windows opposite of the Personal Teleporter that has nothing on it.
Red: The grenade area seems like a bit of an after thought. I think this area would be more suited for a weapon than ammo. Perhaps move the grenade to where this shotgun ammo box is.
Also, I have to slow myself down in order not to fall off of the Red Armor platform. I recommend either moving the target_position a few units closer to the pad area (to make momentum a bit less, of course), or to set up a small wall to block players from falling off of the RA platform simply from the pad. This doesn't detract from the danger of using the pad to get the Red Armor, as a player who follows another player in the path of that jump pad will be able to trail with spam of any weapon such as mg, plasma, lightning and rockets. This makes the platform a strategical death trap rather than a frustrating plummet off the edge of the map.
Just some things to consider. It looks great. Plays very well. I'm happy you decided to finish this up before you depart.

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Re: q3dmp14 - bouncing and shiz :D
im not going anywhere, just trying out some other engines etc on the side. nothing beats q3 for me in terms of arcade style dm fun. its the street fighter of fps for me. i miss the local ra server 
do you com_maxfps 125?

do you com_maxfps 125?
Re: q3dmp14 - bouncing and shiz :D
Indeed I do.
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[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
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Re: q3dmp14 - bouncing and shiz :D
cool, well i'll think about ya feedback and try it out for a few rounds to see the difference. thanks man.
Re: q3dmp14 - bouncing and shiz :D
tbh, The new skybox is kind of bland. Although I have used it in a map of my own I managed to cover up seeing the bottom half of it with buildings :P
But the bottom half seems empty now cause you can see the whole skybox. ( maybe its just me being fussy :x )
But the bottom half seems empty now cause you can see the whole skybox. ( maybe its just me being fussy :x )
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Re: q3dmp14 - bouncing and shiz :D
working on the skybox
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Re: q3dmp14 - bouncing and shiz :D
Stupid noob question, but how did you get the jump pads to rotate? When I try to make an object rotate it doesn't work the way I want it. It moves in a circle instead of the object rotating itself. How do I fix this?
Re: q3dmp14 - bouncing and shiz :D
Place the origin in its center.
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Re: q3dmp14 - bouncing and shiz :D
How?dichtfux wrote:Place the origin in its center.
Re: q3dmp14 - bouncing and shiz :D
make a small 4x4 cube and put it at the point which you want ya object to rotate around. then add teh common/origin texture to it.
next select both object and r mouse click/func_rotate
ta da.
hope that helps
next select both object and r mouse click/func_rotate
ta da.
hope that helps
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Re: q3dmp14 - bouncing and shiz :D
Thanks, it works!fKd wrote:make a small 4x4 cube and put it at the point which you want ya object to rotate around. then add teh common/origin texture to it.
next select both object and r mouse click/func_rotate
ta da.
hope that helps
Re: q3dmp14 - bouncing and shiz :D

well, heres an update : http://www.mediafire.com/?vhs7sx18dzx0b19
//**Changes**//
this time around i've changed a bunch of stuff. i'm trying out 2 extra floating towers.
i've redone the way you collect the mega health. ummm
added a rail behind the ra (i agree, its great not having to worry about fall off the edge there)
moved a few things here and there, added a few more wee details... been playing around with the sky lighting and fog. making them work together.. i think i got it. i like the haze the fog adds, as well as the whole darkening of the distance.. lol so much time wasted playing with those numbers...
also been mucking about with the portal skybox... i need to do more work here maybe... but i dont want the skybox to dominate the players view, if ya get what i mean... hmmm
//**Bugs**//
lemming bots, esp on one of the new towers, on the side with the 50 by the rl.. grrr heh
also they get stuck in a loop on the mega health jump pads... funny to watch. a well placed rocket fixes it... i like the whole ability for the player to loop jump... but those silly bots.. they run out of ammo and just bounce back and forth with the gauntlet.. lol
thanks for all help team q3w

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Re: q3dmp14 - bouncing and shiz :D
For starters I would like to say WOW!!!!
Hell of a job there. I really like the brush work you've produced. Very artistic. IMO I like the blueish sky_box you had before. But the black does fit in quite nicely.
Rotating BP's? In my current map im building I tried to have my platforms with the LP's to bob up and down but when I tried to create the entity it said it failed. So I just threw the idea out the window figuring that it couldn't create a trigger entity into a func_bobbing.
Needless to say Very well done here. Like your previous work. Solid.
Michael
ShadowZombie

Rotating BP's? In my current map im building I tried to have my platforms with the LP's to bob up and down but when I tried to create the entity it said it failed. So I just threw the idea out the window figuring that it couldn't create a trigger entity into a func_bobbing.
Needless to say Very well done here. Like your previous work. Solid.
Michael
ShadowZombie
Re: q3dmp14 - bouncing and shiz :D
heres a screenshot
[lvlshot]http://img707.imageshack.us/img707/5429/shot0062lm.jpg[/lvlshot]

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Re: q3dmp14 - bouncing and shiz :D
Good job
!

Re: q3dmp14 - bouncing and shiz :D
Wow, I really like your changes. Looks like some great fun for FFA.
Maybe a Quad instead of the Regen could be a fun booster as well.
Two things I noticed:
- The jumppads up to SG and PG could push you a tad higher. I always think I hit the upper floor and fell off. But on the other hand a nice effect
- The green sky before gave the map a higher depth. But it's a matter of taste..
Keep it up!
Maybe a Quad instead of the Regen could be a fun booster as well.
Two things I noticed:
- The jumppads up to SG and PG could push you a tad higher. I always think I hit the upper floor and fell off. But on the other hand a nice effect

- The green sky before gave the map a higher depth. But it's a matter of taste..
Keep it up!
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Re: q3dmp14 - bouncing and shiz :D
Team the quad and regen so that they spawn randomly on the same spot.
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Re: q3dmp14 - bouncing and shiz :D
^^ This.