Shared Map

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Obisidian: Man that caulk texture of your is so hot. I'm gonna steal it from you, mohahah!
obsidian
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Post by obsidian »

:dork: The default Radiant caulk texture? Hot pink is the new black... try to keep up, girlfriend! *waves hand with floppy wrist motion*
Magnus
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Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

obsidian wrote::dork: The default Radiant caulk texture? Hot pink is the new black... try to keep up, girlfriend! *waves hand with floppy wrist motion*
Do I have to say it :rolleyes:

Hehe.
Uh, well....good luck with that. :shrug:

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Fjoggs
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Post by Fjoggs »

obsidian wrote::dork: The default Radiant caulk texture? Hot pink is the new black... try to keep up, girlfriend! *waves hand with floppy wrist motion*
woot. I figured that the white texture was your caulk texture, since it's all over the place. u nub u
Magnus
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Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

Fjoggs wrote:
obsidian wrote::dork: The default Radiant caulk texture? Hot pink is the new black... try to keep up, girlfriend! *waves hand with floppy wrist motion*
woot. I figured that the white texture was your caulk texture, since it's all over the place. u nub u
:olo:

He must be taking a note from one of my dumb ideas and screwing with his pure textures/shaders in his pak0.pk3.
Uh, well....good luck with that. :shrug:

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a13n
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Post by a13n »

Magnus wrote:Oh and there you are a13n. I was getting worried you had bailed. :icon25:
Not at all, I've spied this thread constantly. :icon34:
But one thing quite unsure is:
Since when you all have started to work on each section seperately?

Well, I can make a mapojbect or two before bot optimization phase.
What kind of mapobjects are you going to put in that alpha4 map?
wattro
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Post by wattro »

not sure if i should jump in to speak for magnus - heck i'm not even sure who is all involved. i didn't plan on making any significant contributions, but time has afforded me an opportunity so i'm glad to help - hopefully the contributions are helpful!

i don't think we are really at the stage where people are picking specific rooms, and i kinda don't want it to go that route. i'm hoping people will pick up the map, make improvements somewhere/anywhere/all over and keep passing it along until the group (any group!) is happy with it. i think we just want to get this thing to alpha first.

i wanted to tighten up the corridors and turn them into room/hallways (roomways?). i'm hoping other people have some good ideas about what they want to do and make changes to the map freely. i have a few cool ideas i wouldn't mind trying to pull off further down the road (my q3 mapping tech skills probably aren't at that level)

obsidian: i like what you have done - looks rad. it doesn't look like there should be any problem fitting that into what's already there - i am assuming that is only the center room in your map?

i'm gonna try to get the tech stuff working in what i have and get a bsp/map file to you all tonight.
boilingoil
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Post by boilingoil »

Nice work obsidian! Are those stalag's .ASE?
[url=http://www.quake3world.com/forum/viewtopic.php?t=30543]OILDM1 is BETA5![/url]
wattro
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Post by wattro »

hey all,

is there someone i can email the map to? free host sites i have been looking at all have a max file size that i seem to be exceeding
Magnus
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Post by Magnus »

@a13n Glad you are still with us. :)

And wattro has answered your question. We seem to be just passing the map around (pun intended :icon25: ) between us making changes untill we are alll happy with it.
wattro wrote:not sure if i should jump in to speak for magnus - heck i'm not even sure who is all involved.


I figure since this is the first CTF PTM event we may be able to afford more than a 3 to 4 person team. So far as far as I am concerned if you contribute in any major way to the map then you are on the team and you will be in the credits with the rest of us.
i'm hoping people will pick up the map, make improvements somewhere/anywhere/all over and keep passing it along until the group (any group!) is happy with it.
Exactly! :icon14:

I fell it would be best for this project (since it is already going that way) for each person to keep an eye on the map as it is changed and if someone sees something that could be better them they should mention it and if we agree the they should make those changes. We should all keep this up at all stages ubtill we all finally look at each other and say "Wow that is it. I think it is done."

If your email will let you attach a file that big and send it to me I will upload it to my personal FTP space. I have 25MB dedicated to this project and we are currently useing about 5MB or so. I hope that will be enough as it is all I can put to the side for this right now.
Uh, well....good luck with that. :shrug:

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obsidian
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Post by obsidian »

@boilingoil: no ASE's. Just brushes and patches. Those patches will likely be replaced with better ASE's since, well... you know patches aren't the best for this kind of stuff.

@wattro: Mail to me... (actually... just how big is this file?). I have a fairly sizable (120GB) web server that I can host files on. Just be careful about the size since my email address forwards to another account which has a fixed bandwidth. A couple of MB should be okay.

If need be, I can actually set up a guest FTP account for project members to upload stuff.
wattro
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Post by wattro »

@@ obsidian: check your e-mail (i used forum e-mail). i stripped the .zip down to just a .map file so only 145kb. i figured it would be best to send to you because your work is new and looks to be quite a change

just a few notes:
- i killed all clip brushes and ctf spawn points in the process
- i did some work setting most things properly to structural and detail... the map will compile now without a giant hull (though the huge void I left means we still need the giant hull)
- the work i did is largely on a decent size grid and the hallways are mostly 256 units wide
- i put some items in and only a single spawn point

it would be really cool to get a single FTP site and maybe even an IRC channel kicking to expedite communication and reviews and help focus changes properly. @@ magnus, you might even want to start a ToDo list of major and minor items that need addressing.
Magnus
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Post by Magnus »

wattro wrote:@@ magnus, you might even want to start a ToDo list of major and minor items that need addressing.
Yup. Already had that in mind as soon as I get a copy of all the current versions being worked on. ;)

Also I am not saying that to rush anyone. Take your time and lets do this right.
Uh, well....good luck with that. :shrug:

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obsidian
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Re: Shared Map

Post by obsidian »

Wattro's map is available here

FTP access will be available later during the week and I'll PM a couple of you to test it out.
Magnus
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Re: Shared Map

Post by Magnus »

Nice changes wattro. Lots of new areas to keep and build off of.

I have already addapted a few areas just to see how it flows. I really needed to connect the sides to the middle grounds to get a better feel for it.
I was missing a texture for the floors in the base areas. Was this one you made or one that came from a map you dowloaded? Anyway if you could include it on the next version you ammend that would be helpful. :)

Thanks for the FTP space obsidian. Very generous of you.

I assume the new team consists of Myself, boilingoil, ix-ir, a13n, wattro and obsidian now. Sweet! Some nice talent and knowledge we have here.
Heh. I am starting to feel more and more like the lesser end of the abilities on this team...lol.
At least I was able to come up with a nice starter layout for us before I became obsolete.

Just kidding.

I am very curious to see what you have come up with obsidian. Your screenshots get the immagination running.
Any idea on a time frame for when to expect a release of your version?

Anyway I am going to go back to reviewing wattro's version of the map for now. I seriously think we should wait untill we have obsidians version before we make any major changes to any current version or make any real suggestions on things that need to be addressed, fixed or changed.
Uh, well....good luck with that. :shrug:

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obsidian
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Re: Shared Map

Post by obsidian »

Maybe in a week or two. I just reinstalled the OS on Tuesday and have been busy putting stuff back together again. Need to reinstall Radiant. My entire dev directory is sitting on the other HD so that makes things easy.
wattro
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Re: Shared Map

Post by wattro »

I don't even know what the current version is anymore! ;)

i didn't really create any new areas - i actually just took the ideas for the existing areas, re-arranged them, expanded them, and tightened it up. i'm not sure if you plan to work from what i did, take some parts of what i did into the original layout, or wait for obsidian to finish his turn with the map (my preferred choice - else it's not really a pass the map - though obsidian is taking his sweet time with it, so maybe we should pass it around a bit more in the meanwhile)

I'd like to see *everyone* get a few days to crack at it before we consider the layout alpha reviewable.
obsidian
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Re: Shared Map

Post by obsidian »

Well, everyone at the moment is passing around ideas instead of the actual map. Which works. It's like brainstorming. Eventually, we'll have some consolidating and then an actual alpha for people to play-test.

Sorry for "taking my sweet time". ;) If it's any consolation, I'm putting a lot of thought and planning into it and I'll try to speed things up a bit.
Magnus
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Re: Shared Map

Post by Magnus »

obsidian wrote:Well, everyone at the moment is passing around ideas instead of the actual map. Which works. It's like brainstorming. Eventually, we'll have some consolidating and then an actual alpha for people to play-test.
Exactly.

BTW everything seems secure. Only 2 areas with access from the link you provided, developer docs and source wich gives the access denied you warned about.
Thanks once again obsidian. :up:
Uh, well....good luck with that. :shrug:

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a13n
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Re: Shared Map

Post by a13n »

Wattro, I had a look at your map.
It has some interesting routes. (around grenade and yellow armor) :up:

Ahh, yes, this is a coop mapping. ;)
Here are my rought cuts.

1. additional floors in the base (accessible via only spawn or rocketjumping, there are gl and ya for each floor)
Image

2. lava trap at the end of lg area
Image

3. lower dangerous route under the jumppad over lava (put mega health there)

Image
wattro
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Re: Shared Map

Post by wattro »

looks sweet al3n. post what you got when you're done working on it :)
dichtfux
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Re: Shared Map

Post by dichtfux »

I'd make the lava traps you can't leave death fog/void/whatever. Feels a bit like a bug if you fall in there and can't get out.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Magnus
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Re: Shared Map

Post by Magnus »

You guys are coming up with some great changes and ideas.

I am making some changes as well and have a quick question.

It seems to me that teleporters that place you far away from where you went into the teleporter are frowned upon in CTF maps these days. Is this correct? If so is there some kind of a standard "don't place the target_teleporter more than xxx units away from the triger_teleport" rule?

Wanted to know for sure before I decide on how to design the flow in the area I am working on.

Thanks guys. :)
Uh, well....good luck with that. :shrug:

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wattro
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Re: Shared Map

Post by wattro »

just make it feel good? i honestly don't know.
a13n
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Re: Shared Map

Post by a13n »

@wattro
Thanks.
But I was too aware of taking screenshots and forgot to save the change!
So the actual map file may differ from these shots.

@dichtfux
That's a new discovery to me.
(Lava is mostly leavable.)

@Magnus
I don't know how far is good at all.
But a teleporting within each flag room seems to be O.K.
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