[Beta] pukka3tourney7
Re: [Beta] pukka3tourney7
Other than what have been already said, there are horrible fps drops on this map :/. Usually I'm the last person to complain about fps, I can remember maybe 7-10 maps for the last years i had problem with. And here my fps is unstable all the time, and goes even under 30 fps o_O. You have something terribly wrong there, the map is not so big or compilcated to make such drops. Even if it's fast vis, it's really bad.
[url]http://shadowsdomain.wordpress.com/[/url]
Re: [Beta] pukka3tourney7
Woof.
Sum in a rush, it smells like a fail.
Well, I just fixed those missing texture/sound thing and packed up BETA 013 LINK FIXED.
Apart from that fixing no further changes this time.
Feedback still highly appreciated.
Sorry for the inconvenience.
(I hope I didn't mess up anything this time...)
P.S. regarding the performance:
What specs do you use, Shadow? You're the first mentioning FPS drops. The r_speeds aren't that high either..
I hope I can work it out.. with your help maybe..
Sum in a rush, it smells like a fail.

Well, I just fixed those missing texture/sound thing and packed up BETA 013 LINK FIXED.

Apart from that fixing no further changes this time.
Feedback still highly appreciated.
Sorry for the inconvenience.

(I hope I didn't mess up anything this time...)
P.S. regarding the performance:
What specs do you use, Shadow? You're the first mentioning FPS drops. The r_speeds aren't that high either..
I hope I can work it out.. with your help maybe..
Last edited by sumatra on Fri Aug 20, 2010 4:53 am, edited 1 time in total.
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
-
- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: [Beta] pukka3tourney7
Derrr... that link still goes to Beta 12.
But in the mean time, you can change the number in the URL manually from 12 to 13 and it works
.
But in the mean time, you can change the number in the URL manually from 12 to 13 and it works

Re: [Beta] pukka3tourney7
I don't really like the wind sound you chose. It loops too frequently so it sounds a bit annoying. Also, it seems to be a slightly unnatural wind sound.

I recommend adding some sort of support to the wall (rather than just indented brick) to "hold" the lights. The brick looks fine, but it seems unrealistic to have brick sit that way to accommodate the lights.
Along with this I want to stress putting decals on the walls.
Also, in the barred windows on the walls, I recommend adding black fog behind the bars so it one doesn't see the wall right behind the bars. Perhaps cut into the wall a bit to elongate the fog to make it less obvious that it is just decoration. (Although that might not work out since you have fog elsewhere.)
I found some sounds I thought would be interesting to feature in the map. I took the liberty of converting them to proper format for quake to test.
Previews (and source):
Wind:
http://www.freesound.org/samplesViewSingle.php?id=2690
Tele:
http://www.freesound.org/samplesViewSingle.php?id=19486
To preview in game just download the following .pk3 and place it in your baseq3 with the map (but remember to delete it after you change the sounds).
http://dl.dropbox.com/u/5765955/zzz.p3t7sounds.pk3
I think this will be another nice release. We played some of your maps today in CPMA. They are quite good. I had never experienced your maps before today. It was nice.

I recommend adding some sort of support to the wall (rather than just indented brick) to "hold" the lights. The brick looks fine, but it seems unrealistic to have brick sit that way to accommodate the lights.
Along with this I want to stress putting decals on the walls.
Also, in the barred windows on the walls, I recommend adding black fog behind the bars so it one doesn't see the wall right behind the bars. Perhaps cut into the wall a bit to elongate the fog to make it less obvious that it is just decoration. (Although that might not work out since you have fog elsewhere.)
I found some sounds I thought would be interesting to feature in the map. I took the liberty of converting them to proper format for quake to test.
Previews (and source):
Wind:
http://www.freesound.org/samplesViewSingle.php?id=2690
Tele:
http://www.freesound.org/samplesViewSingle.php?id=19486
To preview in game just download the following .pk3 and place it in your baseq3 with the map (but remember to delete it after you change the sounds).
http://dl.dropbox.com/u/5765955/zzz.p3t7sounds.pk3
I think this will be another nice release. We played some of your maps today in CPMA. They are quite good. I had never experienced your maps before today. It was nice.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Re: [Beta] pukka3tourney7
Just wanted to add that I'd like to see this change. 2 RL / no PG is sort of the default format for most modern tourney maps (like every map Hubster has made). It's a side effect of CPM; plasma is hardly useful in CPM gameplay, and a second RL is supposed to help the player without control... but there are so many maps with similar weapon layouts, that I've put aside otherwise good maps because they're just too familiar.sumatra wrote:- finetuning itemset, no big chances anymore, even though I would like to have had the PG in there....
Re: [Beta] pukka3tourney7
Looks really good now. The only thing I dont like are the blood stains you have all around the level. They stand out a bit too much imo. Also they certainly look like they dont belong into the level. Also maybe make the fog less visible for better playability!?
www.ferdinandlist.de/leveldesign
Re: [Beta] pukka3tourney7
Pat Howard wrote:Derrr... that link still goes to Beta 12.

@Anthem: Yes, I agree. I'll change the soudn effects. Also Salinga made me some great suggestions. Unfortunately the sounds are under copyright protection. But the freesound library is really huge and well sorted. I'll find something.
I really want to add more decals (have a few in there yet), if you got some ressources let me know.
I'll polish up the lights on the tower as well. The fog thingie is difficult, as you mentioned I have a overall fog in the whole level...
Nice that my older maps are pleasing.

@fsad: Yes, I'm definately satisfied with the current itemset and floorplan, even if it is a little circlewise and bare. But this way the map can be learned much faster and it's still for interesting fights. PG plays a bigger role in QL. But I have no spot to place it anymore..
Any others? I think the next beta will be a release candidate..
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
-
- Posts: 283
- Joined: Tue Oct 07, 2008 5:37 am
Re: [Beta] pukka3tourney7
Boo! Bring the rain back!
Re: [Beta] pukka3tourney7
Something I forgot to tell you about quite a few times now, finally I remembered: The fuse box underneath the RA balcony, it's got its texture flipped. By the way, nice way to show with that tex that this is not a US-prison (if it was, I'd miss the screams of CIA-tortured people
) About the bloodstains: I like them, kinda seems as if there's been a bit of a riot going on perhaps, that would also explain the absence of prisoners (permanently fragged or kicked due to a rampage in a Q3A map). OR, put some screams and mumbling sounds near the grate windows. Might be a bit too much thinking about the map theme itselfs, but I can't help, I just like your prison idea. 


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.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: [Beta] pukka3tourney7
I really like that you added the fog, now the glows makes reason and it looks pretty ok!
I honestly see no reason to add back the rain...
I honestly see no reason to add back the rain...
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
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
-
- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
Re: [Beta] pukka3tourney7
Really nice, digging it a lot so far. Great stuff as usual suma 
For a name, maybe Life in SuperMax?
Two small things.

This first thing, I get stuck slowly sliding on this thing when I come jumping out of RA sometimes. I'd simplify it with clipping.

These things can be really hard to get rid of, I know, but you could put something with the same texture behind it, so it isn't as noticeable. Sky is VERY noticeable.

For a name, maybe Life in SuperMax?

Two small things.

This first thing, I get stuck slowly sliding on this thing when I come jumping out of RA sometimes. I'd simplify it with clipping.

These things can be really hard to get rid of, I know, but you could put something with the same texture behind it, so it isn't as noticeable. Sky is VERY noticeable.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Re: [Beta] pukka3tourney7
@Dessicated corpse:
Sorry, but this won't happen.
I'm really happy with the looks and theme at the moment, the fog gives a nice touch and as Hipshot mentioned, the lightglows make sense now. Rain would be superflous at the moment, remember it's still a MP map.
@monaster:
Yes, it's not supposed to be an US-prison. It's located in a slavic/european country.
Nice idea of the screams, but maybe too much for the ambient background. Actually would really fit for SP atmosphere, not that well for MP in my opinion.
But I'm really glad you like the theme. Some polishment is still to do..
@Hipshot:
Yes, that was really necessary. Now I'm satisfied with the visuals, you pushed me in the right direction
..
@voodoochopstiks:
Hey, good to see you here.
Glad you like the map, I see what I can do about the clipping and those bad curve issues...
Why this name? Don't understand the idea behind.
Thanks all of you!
P.S. If you have any ressources regarding decals or details you like to see in the map, let me know.
Sorry, but this won't happen.
I'm really happy with the looks and theme at the moment, the fog gives a nice touch and as Hipshot mentioned, the lightglows make sense now. Rain would be superflous at the moment, remember it's still a MP map.
@monaster:
Yes, it's not supposed to be an US-prison. It's located in a slavic/european country.
Nice idea of the screams, but maybe too much for the ambient background. Actually would really fit for SP atmosphere, not that well for MP in my opinion.
But I'm really glad you like the theme. Some polishment is still to do..
@Hipshot:
Yes, that was really necessary. Now I'm satisfied with the visuals, you pushed me in the right direction

@voodoochopstiks:
Hey, good to see you here.
Glad you like the map, I see what I can do about the clipping and those bad curve issues...

Why this name? Don't understand the idea behind.

Thanks all of you!
P.S. If you have any ressources regarding decals or details you like to see in the map, let me know.
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
-
- Posts: 36
- Joined: Fri Aug 13, 2010 2:50 pm
Re: [Beta] pukka3tourney7
Hey Buddy. I didn't play test just spectated looking at the really nice brush and texture work you have going on here. The atmosphere is really thick and rich. I like the prison theme. Only thing missing is some holding cells.
Here a few screen shots I took and some suggestions....

This roof piece with the glass below I feel should be raised up to about 128 units. Just to break it up a bit and add more depth. Pull the barbed wire back some.

The same for this piece. It looks like a guard tower. But I feel the roof should be up a little higher for added depth.

This door should be open just ever so slightly and a light and some sorta filling texture behind it. Just my taste. Everytime I look at it I feel there should be something visible behind it.
Sorry no playability feedback but I hope it helps or gives you some other ideas. Very nice work.
2 thumbs up.
Michael
ShadowZombie
Uploaded with ImageShack.us

Here a few screen shots I took and some suggestions....

This roof piece with the glass below I feel should be raised up to about 128 units. Just to break it up a bit and add more depth. Pull the barbed wire back some.

The same for this piece. It looks like a guard tower. But I feel the roof should be up a little higher for added depth.

This door should be open just ever so slightly and a light and some sorta filling texture behind it. Just my taste. Everytime I look at it I feel there should be something visible behind it.

Sorry no playability feedback but I hope it helps or gives you some other ideas. Very nice work.


Michael
ShadowZombie
Uploaded with ImageShack.us
Re: [Beta] pukka3tourney7
Hey, thanks Shadowzombie. I didn't want to change so much on the towers, so I just keep them as they are.
But I understand your idea, by adding depth to the height variance. But I opened the door at the tele exit, as you suggested.
Now this is my final beta/RC, so please check the map for errors and missing assets
again.
Added only some tiny details and decals.
Just bugfixing and optimization on the to-do-list left.
I want to finish it already to focus back on other things..
RC of Tortured
Thanks in advance.
P.S. You like the name? Any suggestions are welcome.
Side note: This is just a Fastvis compile. So the performance will be better in the final compile.
But I understand your idea, by adding depth to the height variance. But I opened the door at the tele exit, as you suggested.

Now this is my final beta/RC, so please check the map for errors and missing assets

Added only some tiny details and decals.
Just bugfixing and optimization on the to-do-list left.
I want to finish it already to focus back on other things..
RC of Tortured
Thanks in advance.
P.S. You like the name? Any suggestions are welcome.
Side note: This is just a Fastvis compile. So the performance will be better in the final compile.
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
-
- Posts: 494
- Joined: Tue Mar 31, 2009 11:14 am
Re: [Beta] pukka3tourney7
A few things before you say goodbye to this one.

This pipe has always been really annoying to jump up. It should be just a tad lower.


These two areas are still lacking interest for me. If you feel like adding a little extra geometry, it would be good to expand the walls behind them creating a bit of space and giving them some more character.
Also, I am missing the owl sound.
Overall I'd say this release has come a long way since the first alpha and you seem to have learned a few things from it too. I deem it a success!
-pat

This pipe has always been really annoying to jump up. It should be just a tad lower.


These two areas are still lacking interest for me. If you feel like adding a little extra geometry, it would be good to expand the walls behind them creating a bit of space and giving them some more character.
Also, I am missing the owl sound.
Overall I'd say this release has come a long way since the first alpha and you seem to have learned a few things from it too. I deem it a success!
-pat
-
- Posts: 36
- Joined: Fri Aug 13, 2010 2:50 pm
Re: [Beta] pukka3tourney7
Hey Sumatra. Just had a quick little run and I noticed a couple of thing's.
[1] Missing sound
sound/pukka3tourney7/owl.wav
[2] RA?
The bots are a little confused on how to get to it. I played 4 matches
and spectated a few and noticed they weren't going for it. We all know bots are
stupid.
As far as I can see there's nothing else I see wrong with it(besides the towers not
being raised
) but its all good.
I love the door being raised up a bit. gives it
more depth. I know that there's not much behind it but that's the loveliness of facades.
The name sounds cool. Tortured Encampment....or something like that.
Michael
ShadowZombie
[1] Missing sound
sound/pukka3tourney7/owl.wav
[2] RA?
The bots are a little confused on how to get to it. I played 4 matches
and spectated a few and noticed they weren't going for it. We all know bots are
stupid.

As far as I can see there's nothing else I see wrong with it(besides the towers not
being raised


more depth. I know that there's not much behind it but that's the loveliness of facades.
The name sounds cool. Tortured Encampment....or something like that.

Michael
ShadowZombie
Re: [Beta] pukka3tourney7
Replace the wall texture behind the windows with a (purely) black texture with a simple shader something like this:
textures/anth/black
{
noPicMip
surfaceparm nomarks
q3map_surfacelight 1
{
map textures/anth/black.tga
rgbGen identity
}
}
textures/anth/black
{
noPicMip
surfaceparm nomarks
q3map_surfacelight 1
{
map textures/anth/black.tga
rgbGen identity
}
}
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Re: [Beta] pukka3tourney7
Owl sound missing as already mentioned.
You can kill the LOD cracks on the patchwork either through 'ase'ing the patches or probably easier, compiling with -patchmeta and -subdivisions (set to what ever value you think looks nice).
You can kill the LOD cracks on the patchwork either through 'ase'ing the patches or probably easier, compiling with -patchmeta and -subdivisions (set to what ever value you think looks nice).