
AEdm7 - AEon's DM 7 Redux - Final!
AEdm7 - slowly resuming work on it...
- [lvlshot]http://aemap.hugelaser.com/map-aedm7_beta2.jpg[/lvlshot]

I will reread the comments and feedback at some point to see what I want to do and what not, but presently I will just go in change what I feel needs changing, and see how that plays against bots.
For those interested here the old, still working download for beta 3:
Download:
- map-aedm7_beta3.zip (10.1 MB, r234) @ hugelaser.com
(Install: Unpack the .zip into your baseq3\ folder, run the map via in-game skirmish button. The BSP is named aedm7.bsp.)
- map-aedm7_beta3.zip (10.1 MB, r234) @ hugelaser.com
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Re: AEdm7 - Beta 3 - Continuation
Dang... that is gorgeous! I went through this thread looking at the progress shots (as I did not see it evolve real-time, since I was not around Q3W then) and I must say that the organic-tech theme is working beautifully, seems a lot better than the former arctic base aesthetic. I wish more arenas had this style - for some reason it feels so "comfy" and interesting to have a location set in the middle of a forest - a hint of civilization existing in the midst of the wild, so to speak. 
Few things I found (haven`t tested with bots yet, just visual / technical things):

Pretty minor, although this is on the wall which players will be facing directly when they go for RA.

Seems odd that this 25+ health is "stuck" in the vegetation, and the model also goes "through" the plants which looks weird. Not to mention that in gameplay, being in a dead end and all the benefit that the 25+ offers, while it shouldn`t be underestimated, at the same time doesn`t need the risk of being backed up against a dead end IMO. The arrow (and my poorly drawn imitation of a health bubble
) shows my suggestions for what might be a better place to put it.

Found this in the quad cave.
Besides these minor issues, it`s fantastic! Glad that the concept was revived and I`d love to see it on Quake Live, or at least FragLove. Good luck! Your work is greatly appreciated!
(EDIT: Just realized that the "floatie" issue was already reported, so you probably have that on your to-do list already)

Few things I found (haven`t tested with bots yet, just visual / technical things):

Pretty minor, although this is on the wall which players will be facing directly when they go for RA.

Seems odd that this 25+ health is "stuck" in the vegetation, and the model also goes "through" the plants which looks weird. Not to mention that in gameplay, being in a dead end and all the benefit that the 25+ offers, while it shouldn`t be underestimated, at the same time doesn`t need the risk of being backed up against a dead end IMO. The arrow (and my poorly drawn imitation of a health bubble


Found this in the quad cave.
Besides these minor issues, it`s fantastic! Glad that the concept was revived and I`d love to see it on Quake Live, or at least FragLove. Good luck! Your work is greatly appreciated!

(EDIT: Just realized that the "floatie" issue was already reported, so you probably have that on your to-do list already)
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
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Re: AEdm7 - Beta 3 - Continuation
EmeraldTiger,

- Z-Fighting near RA: Strange... never noticed this, seems like I accidentally placed a brush here, weird. ... fixed.
- 25H: Good points, plant/item overlap, plus too much of a dead end trap, will be moving the health out.... fixed.
- Floatie: Actually fixed that two days ago. Another one of these weird brush creations. Noted that I tend to left-click-drag when trying to actually 2D scroll (right-click-drag).
Re: AEdm7 - Beta 3 - Continuation
i would "open" that closed door ...
its somehow an important connection.
maybe only for FFA ...
its somehow an important connection.
maybe only for FFA ...
Reward urself: Do GOOD!
Re: AEdm7 - Beta 3 - Continuation
The reason I closed it was mainly to test if the gameflow can work at all. And you it does mostly. I also wanted to cut down the line of sight at least in the middle upper area. But it turns out this is not really so important.
Biggest issue, IMO is to make the RA area more relevant to the map. Will see how that goes. The rest of the map should be pretty much done.
Biggest issue, IMO is to make the RA area more relevant to the map. Will see how that goes. The rest of the map should be pretty much done.
Re: AEdm7 - Beta 3 - Continuation
sometimes you just gotta call it done and move on. would love to see ya working from something fresh. its one hell of a solid map man, but ya gotta be careful not to over think it.
2006-2011... i cant even imagine working on a map that long.
2006-2011... i cant even imagine working on a map that long.

Re: AEdm7 - Beta 3 - Continuation
in fact my entire q3 mapping effort only started in 2008.. hahhaha
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Re: AEdm7 - Beta 3 - Continuation
I remember when this was first posted.
Has it really been that long?
Has it really been that long?

Re: AEdm7 - Beta 3 - Continuation
And I could never believe how folks could *not* finish a map, at a time when I was able to build aepyra and aetime in two weeks each. But the long process of working on aeneon (no longer like that map at all) gave me a hint. Alas I have these mapping frenzies, when I get something done, and then I simply cannot map (form of burnout)...
Well mostly I am happy that I still like playing this map. Played all my other almost done and old maps a few days ago, and most of them I did not really like playing. AEcantw2 should also still be a nice map to finish, liked playing it after all that time too. And SolarAE is still a great map (not really mine, it is Hipshot's, I just edited it into a slightly different layout).
Well mostly I am happy that I still like playing this map. Played all my other almost done and old maps a few days ago, and most of them I did not really like playing. AEcantw2 should also still be a nice map to finish, liked playing it after all that time too. And SolarAE is still a great map (not really mine, it is Hipshot's, I just edited it into a slightly different layout).
Re: AEdm7 - Beta 3 - Continuation
All my maps takes this long. 

Re: AEdm7 - Beta 3 - Continuation
Well here goes again. Next attempt to finally finish the map off and release it. Presently still checking what version beta3 actually was. Ironic have to download the beta myself to check.
Playing the map some more I still want to add some rocks in the RA area, plus looking to change the location of the RG, tweak a very few things here and there. Yet again thinking of adding one more (a third) TP... not sure. Hopefully I can get all this done in a few days. There will probably be one last beta 4.
I am aware of things that could be improved theme-wise, things Sock suggested. But those would have me work on something I am not really good at (realism), plus I do not thing the map needs.
Update: Just noted that beta3 did not have the tube-bridge and the changed door layout (closed one opened another). So beta 4 will have several interesting changes when done.
Playing the map some more I still want to add some rocks in the RA area, plus looking to change the location of the RG, tweak a very few things here and there. Yet again thinking of adding one more (a third) TP... not sure. Hopefully I can get all this done in a few days. There will probably be one last beta 4.
I am aware of things that could be improved theme-wise, things Sock suggested. But those would have me work on something I am not really good at (realism), plus I do not thing the map needs.
Update: Just noted that beta3 did not have the tube-bridge and the changed door layout (closed one opened another). So beta 4 will have several interesting changes when done.
Re: AEdm7 - Beta 4 - Final Test
AEdm7 - AEon's DM 7 Redux - r250 (Final) Beta 4
- [lvlshot]http://aemap.hugelaser.com/map-aedm7_beta4.jpg[/lvlshot]
- The RA area now also features some rock and plants.
- One door RL Arena in RA room closed the another one opened instead.
- Moved the RG to the RA room, improved overall bot behaviour.
- RL Arena layout changed to now feature a "pipe bridge".
- Switched the SG and the LH overlooking the LG Arena.
- Location markers for Team Arena added, and colour-coded.
- Map has hint brushes, max. r_speeds around 10K or mostly below.
- A few design tweaks here and there.
- Added some more clipping.
- Fixed bugs reported for beta 3.
- Updated the .txt file to the map.
- map-aedm7_beta4_r250.zip (10.3 MB) @ hugelaser.com
(Install: Unpack the .zip into your baseq3\ folder, run the map via multiplayer menu, create button. The BSP is named aedm7.bsp.)
- map-aedm7_beta4_r250.zip (10.3 MB) @ hugelaser.com
- Team Arena map tags available, please check if they work for you.
- Anything else you might notice.
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Re: AEdm7 - Beta 4 - Final Test
good to see you back around here.
it looks great. now release it
.
(maybe consider replacing the glass shader with something dirtier.)
it looks great. now release it

(maybe consider replacing the glass shader with something dirtier.)
Re: AEdm7 - Beta 4 - Final Test
Alas... I'd need a working example "dirty glass" texture + shader to replace the present one. Being out of mapping for so much time, I really have trouble finding something better... suggestions appreciated.
Re: AEdm7 - Beta 4 - Final Test
Look at sock's The Edge Of Forever.
www.ferdinandlist.de/leveldesign
Re: AEdm7 - Beta 4 - Final Test
Added Sock's glass... looks a lot better now... used, dirtied and scratched... the shards on the floor look a lot better as well.
Re: AEdm7 - Beta 4 - Final Test
Using Sock's glass from "The Edge of Forever" (had to change the original shader a bit though). Ironically the only HD texture in the distribution.
Re: AEdm7 - AEon's DM 7 Redux - Final!
AEdm7 - AEon's DM 7 Redux - r252 (Final)
- [lvlshot]http://aemap.hugelaser.com/aedm7_levelshot.jpg[/lvlshot]
- Weapon clipped all windows.
- Fixed a LG Arena JP for bots.
- Tweaked light a bit.
- Added Sock's "golden" scratched glass from The Edge of Forever.
- map-aedm7.zip (10.8 MB) @ hugelaser.com
(Install: Unpack the .zip into your baseq3\ folder, run the map via multiplayer menu, create button. The BSP is named aedm7.bsp.)
- map-aedm7.zip (10.8 MB) @ hugelaser.com
Re: AEdm7 - AEon's DM 7 Redux - Final!
grats man, top effort 

Re: AEdm7 - AEon's DM 7 Redux - Final!
Thanks 
And if anyone is wondering, no I don't care about issues, and I don't want to know. I want to keep my delusions that things are OK

And if anyone is wondering, no I don't care about issues, and I don't want to know. I want to keep my delusions that things are OK

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Re: AEdm7 - AEon's DM 7 Redux - Final!
Congratulations on the release. I should take a look at the final version later on once I get the chance.
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
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Re: AEdm7 - AEon's DM 7 Redux - Final!
Much appreciated, thanks.cityy wrote:Reviewed.
Re: AEdm7 - AEon's DM 7 Redux - Final!
I've always loved this map. 
