[BETA] subctf5 (Q3 CTF map)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
subst
Posts: 26
Joined: Sat May 28, 2011 10:36 am

[BETA] subctf5 (Q3 CTF map)

Post by subst »

Hi again! :p
As I'm slowly finishing my previous map I have already started building a new one and this is the first beta of it.
It is a CTF again and again not too large one, however this time comming in kinda industrial style.

readme:
http://gsurfaces.ic.cz/subctf5.txt

some screens:
http://gsurfaces.ic.cz/subctf51.jpg
http://gsurfaces.ic.cz/subctf52.jpg
http://gsurfaces.ic.cz/subctf53.jpg
http://gsurfaces.ic.cz/subctf54.jpg
http://gsurfaces.ic.cz/subctf55.jpg


download (~4MB):
PK3- http://gsurfaces.ic.cz/subctf5.pk3
ZIP- http://gsurfaces.ic.cz/subctf5.zip


Please let me know what do you think about it, about things to improve or bugs to fix : )
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: [BETA] subctf5 (Q3 CTF map)

Post by obsidian »

Image

Only did a quick run-around, but I like!
[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]
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: [BETA] subctf5 (Q3 CTF map)

Post by Noruen »

Looks good! I like layout.

Seems like I have a new czech colleague here :)
subst
Posts: 26
Joined: Sat May 28, 2011 10:36 am

Re: [BETA] subctf5 (Q3 CTF map)

Post by subst »

obsidian Hey! Thanks for the comment and screenshots : )

Textures - fixed
Sparklies 1 - fixed, but only by covering with extra detail brushes, there was nothing strange about that area and the problem kept appearing even after rebuilding or tmaking the brushes overlap
Sparklies 2 - fixed, there was a tiny grid-mismatch
I will update the link a bit later, as there still might be more to fix/change :p

Btw, on your screenshots it appears to be very dark.
For playing I'm using r_gamma 1.7 , but for mapping I rather decreased it to 1.5 to prevent my maps from being too dark on different settings. But maybe it's still not enough, although I know people usually play with higher gamma. I was just wondering what could be the best or recommended value to use when building maps. First I was thinking about going with the default - r_gamma 1, but with this just any map seems to be too dark, even the in-game menus are :p




Noruen ahoj! :p and thanks, glad you like it!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: [BETA] subctf5 (Q3 CTF map)

Post by obsidian »

subst wrote:Sparklies 1 - fixed, but only by covering with extra detail brushes, there was nothing strange about that area and the problem kept appearing even after rebuilding or tmaking the brushes overlap
Actually, the sparklies are caused by some T-junctions which are created in part by the roof which needs mitring. There might be some other things that need tweaking in the surrounding geometry, but I can't really see at this point. Try to clean things up a bit and mitre mitre mitre!

Image
subst wrote:Btw, on your screenshots it appears to be very dark.
I'm using r_gamma 1.0. These are default settings and I usually recommend testing maps with default video settings.
[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]
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: [BETA] subctf5 (Q3 CTF map)

Post by Theftbot »

reminds me of fkd's style of using brushes. Very nice.
subst
Posts: 26
Joined: Sat May 28, 2011 10:36 am

Re: [BETA] subctf5 (Q3 CTF map)

Post by subst »

obsidian Oh, thanks for explaining, I didn't know about this :o. I should learn more about it since I'm afraid I got some bad mapping habits :p. It's a little miracle that my maps are not full of such spots. I thought sparklies appeared only with problematic patches, and that happened to me only once before, so I was a bit surprised to see it here.
edit: the thing with the roof brush works well, thanks : )

Theftbot Thanks! Glad you like it. : )
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: [BETA] subctf5 (Q3 CTF map)

Post by obsidian »

The usual reason why patches cause sparklies are also because they can create T-junctions between the patch edge and surrounding brushes. Eliminate the T-junctions and no more sparklies, it's universal.

Glad you were able to fix it.
[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]
Post Reply