AEdm7 - AEon's DM 7 Redux - Final!

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
cityy
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Re: AEdm7 - Beta 3 - d/l (update test)

Post by cityy »

You are not allowed to! :olo:
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AEon
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AEdm7 - slowly resuming work on it...

Post by AEon »

  • [lvlshot]http://aemap.hugelaser.com/map-aedm7_beta2.jpg[/lvlshot]
Starting editing on this map again. Found out that there are no hint brushes yet. Optimizing some ceiling clipping, trying to remember how the editor (GTKradiant v1.4) works. Probably be rebuilding one part of the map to add some more rock and plants (the RA area still needs some love), and hopefully after a last beta I can finally ship the sucker :)...

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.)
EmeraldTiger
Posts: 392
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Re: AEdm7 - Beta 3 - Continuation

Post by EmeraldTiger »

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):

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

Image
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 <3 ) shows my suggestions for what might be a better place to put it.

Image
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! :D

(EDIT: Just realized that the "floatie" issue was already reported, so you probably have that on your to-do list already)
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AEon
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Re: AEdm7 - Beta 3 - Continuation

Post by AEon »

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).
About the more organic theme. I also always seem to be happy running around the map, standing in the shade of the trees, especially in the LG arena. Planning to do something with that in the RA area, since that area is not visited that often. I want to add some plants and a rockface design here as well, much like in the PG "room". I might need to add some weapon here as well. Maybe a second PG. There is a gate that blocks off the path to the central upper area, I added it as a test, and that did force some interesting pathing, but I am not sure this really is the way to go.
InsaneKid
Posts: 111
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Re: AEdm7 - Beta 3 - Continuation

Post by InsaneKid »

i would "open" that closed door ...
its somehow an important connection.
maybe only for FFA ...
Reward urself: Do GOOD!
AEon
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Re: AEdm7 - Beta 3 - Continuation

Post by AEon »

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.
fKd
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Re: AEdm7 - Beta 3 - Continuation

Post by fKd »

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. :D
fKd
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Re: AEdm7 - Beta 3 - Continuation

Post by fKd »

in fact my entire q3 mapping effort only started in 2008.. hahhaha
Silicone_Milk
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Re: AEdm7 - Beta 3 - Continuation

Post by Silicone_Milk »

I remember when this was first posted.

Has it really been that long? :eek:
AEon
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Re: AEdm7 - Beta 3 - Continuation

Post by AEon »

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).
Fjoggs
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Re: AEdm7 - Beta 3 - Continuation

Post by Fjoggs »

All my maps takes this long. :(
AEon
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Re: AEdm7 - Beta 3 - Continuation

Post by AEon »

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.
AEon
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Re: AEdm7 - Beta 4 - Final Test

Post by AEon »

AEdm7 - AEon's DM 7 Redux - r250 (Final) Beta 4
  • [lvlshot]http://aemap.hugelaser.com/map-aedm7_beta4.jpg[/lvlshot]
Changes (done in only two days... sigh):
  • 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.
Download:
    • 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.)
Feedback:
  • Team Arena map tags available, please check if they work for you.
  • Anything else you might notice.
The overall build time spread out over more than 6 years... sigh. Thanks for any suggestions.
Pat Howard
Posts: 494
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Re: AEdm7 - Beta 4 - Final Test

Post by Pat Howard »

good to see you back around here.

it looks great. now release it :).

(maybe consider replacing the glass shader with something dirtier.)
AEon
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Re: AEdm7 - Beta 4 - Final Test

Post by AEon »

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.
cityy
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Re: AEdm7 - Beta 4 - Final Test

Post by cityy »

Look at sock's The Edge Of Forever.
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AEon
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Re: AEdm7 - Beta 4 - Final Test

Post by AEon »

Added Sock's glass... looks a lot better now... used, dirtied and scratched... the shards on the floor look a lot better as well.
AEon
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Re: AEdm7 - Beta 4 - Final Test

Post by AEon »

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.
  • Image
(Lol... just noted the HUD is clean, but for once I used the game's screenshot function, so the FRAPs framerate is visible.)
AEon
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Re: AEdm7 - AEon's DM 7 Redux - Final!

Post by AEon »

AEdm7 - AEon's DM 7 Redux - r252 (Final)
  • [lvlshot]http://aemap.hugelaser.com/aedm7_levelshot.jpg[/lvlshot]
Changes (since beta 4):
  • 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.
Download:
    • 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.)
Pretty anticlimactic after all these many years. Again thanks to everyone here supporting the map. Just noted that AEneon is 9 years old... sigh.
fKd
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Re: AEdm7 - AEon's DM 7 Redux - Final!

Post by fKd »

grats man, top effort :up:
AEon
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Re: AEdm7 - AEon's DM 7 Redux - Final!

Post by AEon »

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 ;)
EmeraldTiger
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Re: AEdm7 - AEon's DM 7 Redux - Final!

Post by EmeraldTiger »

Congratulations on the release. I should take a look at the final version later on once I get the chance.
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cityy
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Re: AEdm7 - AEon's DM 7 Redux - Final!

Post by cityy »

Reviewed. :up:
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AEon
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Re: AEdm7 - AEon's DM 7 Redux - Final!

Post by AEon »

cityy wrote:Reviewed. :up:
Much appreciated, thanks.
v1l3
Posts: 822
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Re: AEdm7 - AEon's DM 7 Redux - Final!

Post by v1l3 »

I've always loved this map. :D
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