So this is probably almost finished, I figured I would release it to get some feedback.
This is the first map that I've actually finished. It's inspired by my favourite Quake 1 map Q1DM2 - Claustrophobopolis.
I think im pretty much finished with the layout, but I would like feedback on item placement, and ways to improve the detail.
nitin77 wrote:did you make the higher res quake 1 textures yourself?
They're made by Rygel for Quake 1
Pat Howard wrote:hey, looking good. scale seems perfect and the textures are being used well. if you add a bot file i will be able to test FFA gameplay more.
lighting is a bit dark for me, but i always prefer it bright.
i noticed you have a lot of horizontal trims, maybe you could work in some more vertical support beams to break up the walls a bit.
Thanks Pat, I'll see what I can do
I didn't bother with bots because I really only play Quake in 1v1 with my friend. I'll add support though.
I don't suppose you could give me some advice on how to do clusterportals and stuff? What things should I be doing to improve the vis?
Is that Quake 3 map? It looks nice, I love darker maps as it holds great amount of mystery in it. This one looks just a bit too dark on the screenshots, I'm not sure how it looks like live in the game, will try it later
The whiteness of your web browsers background (if you clicked the images) can make the screenshots seem darker than they are.
Have a look in game and see what you think.
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/axdm1_qbutton.jpg[/lvlshot]
I hear it opens door somewhere, but I can't figure out where I think it is supposed to be secret, but I do not know where to move and the door are open little time
CZghost wrote:[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/axdm1_qbutton.jpg[/lvlshot]
I hear it opens door somewhere, but I can't figure out where I think it is supposed to be secret, but I do not know where to move and the door are open little time
Look around, you'll find it. There's a visual indicator that will give you a hint It's not really supposed to be a secret. I intend to add a Regeneration, which requires you to press the button to access, I just haven't gotten round to it yet.
sst13 wrote:
CZghost wrote:Pretty big download. How much hunkmegs it requires? I'm pretty sure it's about to crash first time
72MB Download - including 55MB music file...
I know, I know. I debated on weather to use to music file or not. I first tried making it an .ogg file (to use with ioquake3) but I couldn't get it to work. I figured most people are on pretty fast internet connections these days so a 72mb download shouldn't be too much of a problem. If it's an issue for too many people, then I'll remove it (unless I can get .ogg to work, its only 9mb)
AndehX wrote:Look around, you'll find it. There's a visual indicator that will give you a hint It's not really supposed to be a secret. I intend to add a Regeneration, which requires you to press the button to access, I just haven't gotten round to it yet.
Thank you, found it If it's not supposed to be secret, why the door are so good hidden? Regen would be great, or Quad
AndehX wrote:I know, I know. I debated on weather to use to music file or not. I first tried making it an .ogg file (to use with ioquake3) but I couldn't get it to work. I figured most people are on pretty fast internet connections these days so a 72mb download shouldn't be too much of a problem. If it's an issue for too many people, then I'll remove it (unless I can get .ogg to work, its only 9mb)
I'm pretty sure it does not matter much, we use ADSL, but the map was downloaded in under minute...
AndehX wrote:Look around, you'll find it. There's a visual indicator that will give you a hint It's not really supposed to be a secret. I intend to add a Regeneration, which requires you to press the button to access, I just haven't gotten round to it yet.
Thank you, found it If it's not supposed to be secret, why the door are so good hidden? Regen would be great, or Quad
I suppose the way the door blends with the wall makes it pretty well hidden, but thats what the "visual indicator" is for
I might not get round to updating it with bots etc today as im going out for a friends birthday tonight, but It'll be done in a day or 2
Any advice on item placement? Is it ok the way it is?
Yeah, it's nice and I've seen the visual indicator. In the dark it's pretty hard to figure out as it's on the floor right next to the door If you add there Regen or Quad, it would be great
The lava trap does not operate as lava at all. I think making it something else than worldspawn will destruct it's function as lava. So you made great visual effect, but it does nothing than impression... If you want to use it for kill, I am afraid you should have to make a mod. I might test it for you if it really depends on worldspawn, but I am a bit pessimist for that...
Did you jump to the lava? I did and nothing happened. I'm not sure if it works when you make lava door, but if do, you should make the lava all long, wide as the entire room and tall as you want to have the lava filled (including the small initial area) and have all faces textured with the lava shader. Maybe it's not working when the lava door are moving, I don't know. I said I might have test it, I never seen that trap in any map...
Yeah it functions exactly how I want it to, even when moving. I never noticed any problems with it except that it makes the sound of a door opening when it moves...
Wait. launch using ioquake3, not the standard quake3.exe. I just tested it with quake3.exe and it doesn't work.
AndehX wrote:Yeah it functions exactly how I want it to, even when moving. I never noticed any problems with it except that it makes the sound of a door opening when it moves...
Strange... What engine do you use? IOquake3? I am using classic engine, maybe that's the problem. You should make map be playable exact for players with ioq3 and also classic engine. If something is missing in the engine (for example water/lava/slime function for nonworldspawn brushes), don't use it. I know it's a shame, but I said I am afraid that without changing game code it won't work properly... Also, the sound is hardcoded to the engine, replacing with muted sounds is not recommended, but there is trick how to get rid of it: make the trap also somewhere far of the map and link it together (make it one entity) - the sound will appear in void and that way it's muted. If you want to include some sound effects for the lava trap (such as moving up/down), you can use timers and anything else that allows some basic scripting