blic_duel1 for comp

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

blic_duel1 for comp

Post by Bliccer »

Hey,
I actually could manage to get a hopefully proper layout. It would be really cool if you could test it quickly or add some comments...

http://home.arcor.de/bliccer/blic_duel1.pk3
subst
Posts: 26
Joined: Sat May 28, 2011 10:36 am

Re: blic_duel1 for comp

Post by subst »

Looking good, though it is hard to tell about gameplay without testing vs human players. But anyway -two ideas after running around for a while :p
1. What about moving the MH pillar slightly to the centre of lava-pool and having another exit leading diagonally to the LG room ?
2. Thay YA room feels a bit weird, maybe it's just how the YA platform is turned to the wall, or idk. Maybe the whole room could be made a little larger and/or arranged a bit differently.
Well but that's just the first impression, testing with human players would be much more helpful I suppose. Something I'm a bit suspicious about, is having a 2-ways teleporter for quite a large distance.
Anyway, nice work so far! : )
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: blic_duel1 for comp

Post by Bliccer »

A transition between MH and LG is actually a pretty good idea. Then you would have one more way to escape.
I hope I can test that map today or in 2 days to check out if the YA room is big enough. Actually I wanted to create a cellar which leads from one teleentry to the other and which would also add another possibility to jump down from the mh pillar. But later it looked way too large and long. Maybe I should give it another try...
subst
Posts: 26
Joined: Sat May 28, 2011 10:36 am

Re: blic_duel1 for comp

Post by subst »

Oh yes, I was thinking about that too! -if there was another room under mega, with exits where the teleporters are now. You could try that and see how would it work :p
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: blic_duel1 for comp

Post by Bliccer »

Okay here is my new version:

http://home.arcor.de/bliccer/blic_duel121.pk3

Changes:
- removed the railgun
- switched plasmagun with shotgun
- plasmagun is where the LG was
- LG lays where YA was
- added another YA where SG was
- added a path from old RGroom to MH
- added teleporter from MH to SGroom
- deleted one stair at RA and added a ledge (thx cityy for idea)
- added a new path from mh to PG room
- added a stairway from YA to LG

Most important change: made the jumppadbrushes smaller!!!

Update: Okay. pls redownload the pk3 if you've already downloaded version 12. Now it's 121.
Changes:
- Swapped SG and RL
- moved the jpad in the RAroom
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: blic_duel1 for comp

Post by Bliccer »

Some progress...
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: blic_duel1 for comp

Post by Bliccer »

Hm again detail pics.
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: blic_duel1 for comp

Post by Bliccer »

Like I stated before (I guess only over at maverick) I won't have time this week anymore. So PLEASE test this map meanwhile. That'd be awesome. One room misses a roof, though, but that shouldn't change anything on the layout or the item placement itself.
Map is HERE: Rombli.pk3 (PREPRE-BETA)

What to look for:
- Item placement (ammo packs, health and armor shards or if there is too much anyway)
- Small brush bugs
- Maybe also some aspects on the light, brightness/coloring (I guess green doesn't fit here though :/)

Maybe an awesome idea for a jumppad?.... Anyone? :D
Or a fix for the mirror bug?
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: blic_duel1 for comp

Post by Bliccer »

So here is the final prebeta/beta. Dunno :D
Please delete all old versions of my map before you load this one up:

rombli_beta.pk3

- Please again comment on item placement!
- light (too dark/ too bright...center is too bright atm :D)
- new routes... etc.

I know not very prof. screenshots (no no draw2d)
DaEngineer
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

Re: blic_duel1 for comp

Post by DaEngineer »

I can't judge item placement as an aas file is missing and I'd like to play the map at least against bots before taking a closer look at it.

Here's what I found:

1. The skybox's top texture is way too dark. All side edges have visible seams. Also, this error message is shown in the console: WARNING: reused image env/cloudsky/cloudsky_[ending].tga with mixed glWrapClampMode parm for all six skybox images.

Image Image

2. Missing textures

Image Image

3. Some sparklies

Image

4. The lava texture looks very good. But the blending is horrible. Try using the same image again for blending, you probably won't need an alpha channel. Make it pulsate more slowly and don't let it become that opaque (can be done with blendfunc blend and alphaGen wave).

Image

5. This teleporter area is too dark. When I approached the teleporter from the place I took the picture from, I thought "If matter can travel through this teleporter, and I can even see my destination, the light from the other side should travel through too". In other words: put some weak reddish-orange lights for the lava and white lights for the sky light in there. If the destination is bright, the entrance to it should be bright too.

Image

6. The socket and its bridge don't fit your map's theme. I'd change the textures and add some kind of arch below the bridge. And you need a reason for the opening in the wall (wasn't that said already? I remember kaz (?) writing something like this, but it seems his posting is gone). Right now there is no architectural logic behind a bridge connected to a hole in the wall that has not been there when the bridge was built.

Image

7. Two things regarding archways: first, the texture usage undos the architecture of these arches. Because all faces are axial, one barely sees the details of these gates. Try rotating every second face by 90 degrees (or similar) to make the lower/upper pair of faces stand out. If rotating doesn't work, try rotating + scaling. Second, this patch cap like frame around the arches feels unnatural. Try to close the gaps with angled brushes to have one plain wall surface instead of these rectangular open areas.

Image

8. Item placement in this area has to be redone. When I want to get from A to B with regular Quake speed, running back and forth and ending up in dead ends aside high stairs is the last thing I want. Try to reorganize the items in a way a player can grab them while running without having to stop and being vulnerable.

Image

9. There are multiple areas where the player can look through the caulked backsides of walls and see architecture that should be hidden.

Image Image

In this particular place these invisible walls are quite obvious. I've marked one roof edge green in both pictures to make spotting the problem easier.

Image

Above the archway is an angled roof. So you have at least some extra height above the wall, and most likely even some architecture on the roof's level. But when you look at it from the other side...

Image

...the wall ends and nothing can be seen above. I marked the areas where a player should see something in red.

10. Your jump pads are not that convincing right know. You can enhance them as following: make them rotate much faster and add some indicator for blowing air, for example like in dONKEY's Steam Arena.


EDIT:

11. Add nomarks to the portal shader!

2nd EDIT: Added missing picture
Last edited by DaEngineer on Sun Jul 17, 2011 12:45 pm, edited 1 time in total.
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Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: blic_duel1 for comp

Post by Bliccer »

Heho,
thanks for the reply. Some points are already on my todo list some will be added.
For the portal: I used the exact same shader as for the baseq3 portal "sfx/portal2", changed the qer_editorimage, the name where it is and added a surfaceparm nomarks. When I used this shader then, the whole brush seemed gone. No portal at all, nothing. Any idea why it's not working?
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: blic_duel1 for comp

Post by Bliccer »

Okay here is a, well, a different test. The GAMMA-TEST (Aperture-Sci...., yeah bla)
Please test it regarding item placement (ammo etc., Bots are included)
AND selectable through the menu.
Added some stuff and edited something... (mh place and sand in the backyard mainly)

rombli_gamma
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