Page 2 of 2

Posted: Sat Dec 31, 2005 6:26 am
by pjw
Hmmn. I was going to check this out but it doesn't work with vanilla Q4 because of the jacket armor...nothing I saw about needing a mod...? Q4Max? Dunno...

Posted: Sat Dec 31, 2005 6:43 am
by primaltheory
Odd! (Maybe its a q3 map :-S)

Posted: Sat Dec 31, 2005 9:30 am
by Dr4ch
It works with xbm because of the green armor, there was a typo too so it didnt worked with q4max.

This version works now with x-battle and q4max :
beta7

if you want to load it in baseq4 or sabot make a "def" directory and create a "ga.def" with following text :

entityDef item_armor_jacket
{
"inherit" "item_armor"
"inherit2" "item_triggersize_MP"

"editor_usage" "Green armor"
"inv_name" "Green armor"
"inv_armor" "25"
"skin" "skins/items/armor/base_sp"
"editor_ignore" "0"
}

then you can use the map with si_pure 0

Posted: Sun Jan 01, 2006 8:46 pm
by pjw
Be sure to include that .def in the pk4 if you release it with a GA. It's a bad idea to leave the vanilla game out of the equation... :)

I think the layout is pretty fun, and I like all the cool trick jumps and movement possibilities--I just ran around it for quite a while by myself playing with routes and movement. Good job on that!

There is still a lot of work to do on lighting, and even more work on texturing, IMO.

The lighting seems really oversaturated in a lot of places, and I'm not digging the reddish everything vibe all that much (and even less when it's broken up by, say, bright green :puke: ). I really think the level would look better if you toned down the colored light a lot. There are also a few places where I'd consider turning shadows off, like the lights at MH and YA. I also notice a lot of places where there's a light that's quite bright without any actual light fixture or light texture anywhere to show where the light is coming from...

Texturing is kind of all over the place--there are a few places where it looks nice, but a ton of spots where textures are just cut off in the middle without any sort of edging or cleanness to it. You also have textures scaled up hugely in a few spots, which looks weird to me (for example, under RL, both the metal texture and the grate around it--I'd scale those down and use different textures). Get used to using the "fit" on the surface inspector. :)

Finally, I think you could tweak a bit more performance from this map with some more portal work, although it's not horrible right now. There are places where I think they could be improved, and they are also sunk into geometry in a few spots--this shouldn't be necessary...?

For the bloodpool itself, it seems odd to run through it and still get solid footstep sounds. Maybe make the blood really shallow and make a custom material with flesh material type for the floor, and you would at least get that squishy sound? Dunno...

Cool layout and fun to run around in. :)

Posted: Sun Jan 01, 2006 10:51 pm
by Dr4ch
This map as intended to warm me up and experiment with the movement and some xbm options, I know the visual side is lacking much :)

I will try to adjust these things for the next beta.

The ga.def was in beta6 but that made demos unplayable :(
So the green armor will probably be gone in that map.

Posted: Wed Jan 04, 2006 11:49 am
by Lukin
It's a good trick jump map, but because of amount of trick possibilites I can't imagine serious duels being played on it. Good to hear it's only a warm up.

P.S. Please don't post png screenshots. Kills the bandwidth.

Posted: Wed Jan 04, 2006 11:51 am
by Oeloe
Lukin wrote:P.S. Please don't post png screenshots. Kills the bandwidth.
Yeah, half a meg for each 640x480 pic. :icon28:

Posted: Mon Feb 06, 2006 1:02 am
by Dr4ch
update, look in the first post.

Posted: Mon Feb 06, 2006 5:42 pm
by Jenny
o jeez, riddle or foo keeps deleting my posts, bye bye cruel forum :<