[FINAL] desctf1 - Overgrowth
Re: desctf1 [Final?]
Yeah, you certainly have some odd junctions there between patch and brushes which would likely cause differences in LoD. Try this:
[lvlshot]http://robotrenegade.com/temp/desctf1-1.jpg[/lvlshot]
Defeat the T-Junction Monster to save the princess.
[lvlshot]http://robotrenegade.com/temp/desctf1-1.jpg[/lvlshot]
Defeat the T-Junction Monster to save the princess.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: desctf1 [Final?]
@Obsidian, well, i fixed it up as you suggested, and it did help to a degree, but the breaks were still popping up. I have found a solution though. As Silicone_Milk suggested, coverting those patches to ase models works. Now to just go through and covert each problem spot 

Re: desctf1 [Final?]
IT'S DONE!
I finished fixing all the major errors today. There are still a couple minor errors if you -really- look for them, but I've decided it's time to just put this map to bed already. I've added a quakelive compatible version in addition to the usual q3 version and will also submit to lvlworld.
Thanks again to everyone that gave comments/advice. All the positivity has motivated me for my next map considerably, which i've already got ideas for. Hopefully this map gets some playtime somewhere and people enjoy it. And who knows, maybe it will even make it into quakelive
.

Thanks again to everyone that gave comments/advice. All the positivity has motivated me for my next map considerably, which i've already got ideas for. Hopefully this map gets some playtime somewhere and people enjoy it. And who knows, maybe it will even make it into quakelive

-
- Posts: 392
- Joined: Fri Sep 17, 2010 1:53 am
Re: [FINAL] desctf1 - Overgrowth
I`m having issues trying to download your map. Following both links, it gives me a "Page not Found" error. I am using IE8. I`m not sure if it`s just me or if the links are broken.
Looks like a great map though. If Sync can take a look your wish may come true.
Looks like a great map though. If Sync can take a look your wish may come true.
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
http://emeraldproductions.weebly.com/index.html
Re: [FINAL] desctf1 - Overgrowth
Hmm.. Links both work fine for me. Maybe try a different browser.
-
- Posts: 384
- Joined: Fri Mar 05, 2010 5:29 pm
Re: [FINAL] desctf1 - Overgrowth
I just tried the map now, and wow, it's incredible. One problem I spotted with your QL version is an ambient sound issue - it crashes the game when you're within range of certain sounds. I noticed you're using 'wav sounds though - QL is terrible with .wav's, use .ogg's instead (it'll also lower the size of the pk3 considerably - right now it's a bit too big for QL). Use BonkEncoder to convert wav to ogg. There's a certain VBR you have to set the ogg's at for them to work, can't remember what it is right now (I have to check on my other PC).
Other than that, I played it a bit (got lost a lot too tbh
) but I can recommend everyone reading this to TRY THIS IN QL! Set pmove_rampJump 1; pmove_rampJumpScale 1 and it becomes a seriously fun map. Nothing like double-jumping from one platform right onto a broken bit of staircase floating in the air! A very good job, now go find SyncError on IRC (irc.quakenet.org #quakelive) and nag the hell out of him!
Other than that, I played it a bit (got lost a lot too tbh

Re: [FINAL] desctf1 - Overgrowth
Thanks alot man. I have already sent Sync the link on irc. I didn't get a reply tho, but that's typical of him. I spent 3-4 months thinking he never looked at an earlier version depsite promising to twice. Turns out he did and even showed some others at the id office, just never told me. heheh. So i'm hoping once they (id) are back to work after the holidays, it'll come to their attention. /me crosses fingers.
Funny too.. I already have ogg versions of the sounds for the ql version, but again, completely forgot to swap them into the pak. lol. They were created ~7 weeks ago, so i have an excuse this time.
. Gunna test if these work in ql, as i wasn't aware they needed a specific VBR, I just used w/e the defaults are in audacity. If so, i will update the link. I'll have to test w/ rampjumps on as well.. that hadn't occured to me 
Funny too.. I already have ogg versions of the sounds for the ql version, but again, completely forgot to swap them into the pak. lol. They were created ~7 weeks ago, so i have an excuse this time.


Re: [FINAL] desctf1 - Overgrowth
hrmm. well, just swapping the ogg's in for the wav's didn't work. The ogg sounds do work in QL tho. /play sound/desctf1/waterfall.ogg and etc in console does play them. Seems that the map is still looking for the .wav's. Was hoping it would ignore the extension. Anyone know if there is a way to fix this without recompiling?
Re: [FINAL] desctf1 - Overgrowth
No, you'll have to recompile. The pointers are compiled into the .bsp so it's not something you can edit.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
-
- Posts: 384
- Joined: Fri Mar 05, 2010 5:29 pm
Re: [FINAL] desctf1 - Overgrowth
No, recompiling isn't necessary. In fact, many maps in QL have point to .wav files but the game looks for ogg files instead (kinda like with textures). I tested it all out, also converted tga-png and in total I shed 4.4MB - not too bad. Sound is working perfectly too.
I mentioned BonkEnc above, the project has been renamed to fre:ac. Get it. Set the encoder to ogg, then in compiler settings you set it as 56K ABR (not VBR as I thought - I remember now that VBR won't work).
You can also use my Quake Live entity definitions if you like. There's a few things extra you can for your map to seem more official etc. for QL and maybe impress the QL devs a little more:
1. item_armor_jacket for green armor where suitable
2. Use worldspawn
author
Chad 'Despair' Younger (note: don't use " ") to have your name appear on the loading screen
3. Use 'not_gametype' spawn flag for items to not spawn in specific game-types, using game-type numbers, unlike 'gametype'
4. Add TA game-type support - this is a move QL is slowly making - bringing in TA gametypes in future. They've added TA gametype support to the few CTF maps that previously did not support it.
5. Add the missing map name for it
Worldspawn
message
Overgrowth
6. Ad-banners
7. Then as mentioned before, convert wav to OGG 56KB/S VBR, and tga to png
8. Name the map file as 'overgrowth' and change arena file accordingly
9. Levelshots: have 2 levelshots - a 512x512 image as levelshots/overgrowth.jpg and a 256x256 image as levelshots/preview/overgrowth.jpg. Apply the standard QL levelshot overlay
10. Use QL textures where necessary: the wood-planks come to mind: QL has some nice wood textures you can use, and the less custom textures you have, the easier it is for id to check the legality of the content. Not only that, but the wood planks in QL are also scripted with the 'surfaceparm woodsteps' for wood step sounds when walking on it - would be a very nice touch to your map. If not, at least script your wood texture with that surfaceparm.
Those are just a few ideas I've got. Some are pretty minor but it makes your product look a little better. Use them, don't use them, whatever
I also hope there's no complications with the textures you're using. Some look kind of like Sock's, maybe I'm wrong.
I mentioned BonkEnc above, the project has been renamed to fre:ac. Get it. Set the encoder to ogg, then in compiler settings you set it as 56K ABR (not VBR as I thought - I remember now that VBR won't work).
You can also use my Quake Live entity definitions if you like. There's a few things extra you can for your map to seem more official etc. for QL and maybe impress the QL devs a little more:
1. item_armor_jacket for green armor where suitable
2. Use worldspawn


3. Use 'not_gametype' spawn flag for items to not spawn in specific game-types, using game-type numbers, unlike 'gametype'
4. Add TA game-type support - this is a move QL is slowly making - bringing in TA gametypes in future. They've added TA gametype support to the few CTF maps that previously did not support it.
5. Add the missing map name for it



6. Ad-banners
7. Then as mentioned before, convert wav to OGG 56KB/S VBR, and tga to png
8. Name the map file as 'overgrowth' and change arena file accordingly
9. Levelshots: have 2 levelshots - a 512x512 image as levelshots/overgrowth.jpg and a 256x256 image as levelshots/preview/overgrowth.jpg. Apply the standard QL levelshot overlay
10. Use QL textures where necessary: the wood-planks come to mind: QL has some nice wood textures you can use, and the less custom textures you have, the easier it is for id to check the legality of the content. Not only that, but the wood planks in QL are also scripted with the 'surfaceparm woodsteps' for wood step sounds when walking on it - would be a very nice touch to your map. If not, at least script your wood texture with that surfaceparm.
Those are just a few ideas I've got. Some are pretty minor but it makes your product look a little better. Use them, don't use them, whatever

I also hope there's no complications with the textures you're using. Some look kind of like Sock's, maybe I'm wrong.
Re: [FINAL] desctf1 - Overgrowth
Oh... I meant if you actually changed the file path to a completely different location of file name.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: [FINAL] desctf1 - Overgrowth
Good ideas. I've already submitted the map to lvlworld tho, so i think i will leave the q3 version as is. Very little would change for q3 anyway.
I seem to be missing the font used in that overlay tho (AeroExtendedRegularSWFTERegularSWFTE). I had a problem with photoshop crashing when even clicking on the text tool. To fix it i had to remove some fonts. I don't know if i ever had that one, but it isn't included with Win 7, as i've just reinstalled all the fonts supplied on the disc. i can't seem to find a download for it either. Simple thing for id to do tho if they should accept my map.
The rest of the suggestions are good tho, and i'll go ahead and add them. I'm willing to add TA support, but i do not want that to be the default for ctf. I assume it can be voted on/set in server options in QL, but i'm not sure how to set the entities in order to do that. Any idea?
Some of the textures do look like sock's. Originally, I was using his so when i went to replace them, i used similar ones. All non-stock textures are my own now.
I assume not_gametype is a bitmask (ie, for ctf only 'not_gametype 40')?
I seem to be missing the font used in that overlay tho (AeroExtendedRegularSWFTERegularSWFTE). I had a problem with photoshop crashing when even clicking on the text tool. To fix it i had to remove some fonts. I don't know if i ever had that one, but it isn't included with Win 7, as i've just reinstalled all the fonts supplied on the disc. i can't seem to find a download for it either. Simple thing for id to do tho if they should accept my map.
The rest of the suggestions are good tho, and i'll go ahead and add them. I'm willing to add TA support, but i do not want that to be the default for ctf. I assume it can be voted on/set in server options in QL, but i'm not sure how to set the entities in order to do that. Any idea?
Some of the textures do look like sock's. Originally, I was using his so when i went to replace them, i used similar ones. All non-stock textures are my own now.
I assume not_gametype is a bitmask (ie, for ctf only 'not_gametype 40')?
-
- Posts: 384
- Joined: Fri Mar 05, 2010 5:29 pm
Re: [FINAL] desctf1 - Overgrowth
TA support:
In the center of the map, place:
team_CTF_neutralflag
team_neutralobelisk
At blue and red flags, place the appropriate entities:
team_blueobelisk
team_redobelisk
Face them the right way using angle.
If you're going to use item spots for the neutral items, set the item spots as func_static's and set the spawnflag:
gametype oneflag harvester
not_gametype just uses the appropriate gametype numbers instead of the abreviated names like in gametype. Here's gametype and not_gametype as listed in the entities.def:
^note that CTF is gametype 5 in QL, not 4 like in Q3.
In the center of the map, place:
team_CTF_neutralflag
team_neutralobelisk
At blue and red flags, place the appropriate entities:
team_blueobelisk
team_redobelisk
Face them the right way using angle.
If you're going to use item spots for the neutral items, set the item spots as func_static's and set the spawnflag:
gametype oneflag harvester
not_gametype just uses the appropriate gametype numbers instead of the abreviated names like in gametype. Here's gametype and not_gametype as listed in the entities.def:
Code: Select all
gametype: used to set item to spawn in only selected gametype(s).
ffa: Free for All
tourney: Duel
single: Single Player
team: Team Deathmatch
ca: Clan Arena
ctf: Capture the Flag
oneflag: One Flag CTF
overload: Overload
harvester: Harvester
ft: Freeze Tag
not_gametype: used to set item to spawn in any gametype NOT specified.
0: Free for All
1: Duel
2: Single Player
3: Team Deathmatch
4: Clan Arena
5: Capture the Flag
6: One Flag CTF
7: Overload
8: Harvester
9: Freeze Tag
Re: [FINAL] desctf1 - Overgrowth
Oh interesting. I had no idea QL even supported those game modes. Guess they're planning to add them officially soon. I never played TA, so i'm not even sure how those other modes work. Simple enough to add tho i suppose. Are those 4 entities all you need for them?
What i meant was simply having the option for TA runes (scout, doubler, armor regen and guard) to spawn in regular ctf mode. Is that an option? I know i've played on some of the TA maps without runes in QL, but i'm not sure if id had just removed them for a time or what.
yea, i misunderstood on not_gametype. Thought you were implying it should be used instead of gametype. I see it's use now.
What i meant was simply having the option for TA runes (scout, doubler, armor regen and guard) to spawn in regular ctf mode. Is that an option? I know i've played on some of the TA maps without runes in QL, but i'm not sure if id had just removed them for a time or what.
yea, i misunderstood on not_gametype. Thought you were implying it should be used instead of gametype. I see it's use now.
Re: [FINAL] desctf1 - Overgrowth
QL version updated. Gunna send this one to SyncError.
Re: [FINAL] desctf1 - Overgrowth
wth man, all these posts in here and no decent screenshots to look at? fix your screenshots in your post. use the forum attachment function.
you still waiting on feedback for this? you ready for final release? post some more screenshots of birds eye view showing more of your map and item layout please.
you still waiting on feedback for this? you ready for final release? post some more screenshots of birds eye view showing more of your map and item layout please.