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 : )
[BETA] subctf5 (Q3 CTF map)
Re: [BETA] subctf5 (Q3 CTF map)

Only did a quick run-around, but I like!
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Re: [BETA] subctf5 (Q3 CTF map)
Looks good! I like layout.
Seems like I have a new czech colleague here
Seems like I have a new czech colleague here

Re: [BETA] subctf5 (Q3 CTF map)
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!
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!
Re: [BETA] subctf5 (Q3 CTF map)
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!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

I'm using r_gamma 1.0. These are default settings and I usually recommend testing maps with default video settings.subst wrote:Btw, on your screenshots it appears to be very dark.
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Re: [BETA] subctf5 (Q3 CTF map)
reminds me of fkd's style of using brushes. Very nice.
Re: [BETA] subctf5 (Q3 CTF map)
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. : )
edit: the thing with the roof brush works well, thanks : )
Theftbot Thanks! Glad you like it. : )
Re: [BETA] subctf5 (Q3 CTF map)
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.
Glad you were able to fix it.
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