That blows, man. This happened to me over the summer. Lost a map, most of my music, tons of pictures and word files etc. You've just gotta learn from it. Computers are like anything else. You get burned once and then you don't let it happen again.
Now I back up all my files across multiple platforms. External HDDs are very cheap these days, I use a WD external HDD, Divshare.com for big uploads and Dropbox.com for quick daily .map file updates.
Even if you don't want to decompile the beta and start over, this map obviously wasn't a complete loss. You seem to have learned a lot from it. Either hunker down and get back to work or just move on. You'll get over it soon enough .
I wanted to resetup my windows and put everything on my external HDD - When I wanted to put everything back in place the HDD didn't work anymore. Maybe it was too old.
Well, yes, external Harddrives are cheap but I am still in school and simply can't afford a new one..
I wouldn't even need to decompile the .bsp because I always put the .map file in the pk3 but the last version I have online is outdated - I was close to release the maybe last beta. With the HDD a lot of new textures, brushes and shader stuff died and now my motivation is arround 0.. I don't want to drop this map because it seems like folks like it and gameplay works out in most parts but I also don't want to redo all this stuff...
If you are going to dirty up the textures, I suggest you add bits of grunge rather than random scratches which would appear more on metal. That last picture looks like someone scribbled random lines over your bricks. Maybe start by dirtying up the mortar and edges. Add some cracks in a few select areas, depending on how large the texture is (don't over do it).
I haven't tried this level, but looking at the screens and seeing the movie. You seriously need to change the green door texture and also, scale down the size of your doors. They look huge, I can imagine they look insane in third person....
The doors I used in Industrial was 40x80, what are yours? They certainly look a lot larger.
And about that texture, it just looks bad (I'm surprised it's still at CG, I mean, that white line...) and you could probably never have more than one since it's so distinguished.
Yes, single patch meshes will usually be assigned a single smoothing value. Q3Map2 phong shaders have the advantage of working on any (brush, patch, model) surface.
It has been a while since the last update - though I hope folks didn't lose interest in posting some feedback. A lot of changes in this version - I wont list them all because I can't even remember the previous version. :b
I would like to know how you guys think about texturing and lighting. Hopefully I can release the map soon.
I hope everything works fine - tell me if I forgott to add something.
cityy, I only played your last update (b14), but this is really looking fantastic. Huge improvement over your last map. Looking forward to seeing the whole map taken over by the grungy "under construction" aesthetic. As things are it looks like a few places have gotten much more attention than others, but that is perfectly understandable at this point.
Also, unless it motivates you for some reason, I'd stay away from falling into the habit of updating too frequently. Only update when you really want people to test something new gameplay-wise in your map. Otherwise screenshots will do the job.
Note: I changed the map name for some reasons. To start the map type "\map ct3dm4".
So here it goes - the last beta. I finally want to release the map.
I would appreciate it if folks take a last look into it and say if it is ok or suggest small changes.
Thanks for all your feedback and the help with this my map - I learned a lot during the build process (e.g. always have a backup of your latest .map online ).