Page 2 of 2

Posted: Fri Dec 16, 2005 10:09 pm
by seremtan
that looks pretty

it seems every q4 map posted here looks like a watercolour painting. q4 does have dynamic lighting, yes?

Posted: Fri Dec 16, 2005 10:51 pm
by pjw
jester! wrote:Should be able to make it, I could get close without useing a mouse on my laptop so it should be possible with a proper setup. :icon26:

And if you cant, if its unabstructed you could get some help from a NG or HB climb so either way it would be nice to have the potential to make the jump.
Obstruction will be gone next time, and we will see...
scourge34 wrote:coolness
Thanks again. :)
seremtan wrote:q4 does have dynamic lighting, yes?
Indeed. It takes a bit of work to get lighting looking decent though, partly because it's just so different from Q3, and partly because the sheer wealth of options can be a little overwhelming (e.g. ambient options, color vs. brightness/size, projected vs. volumetric, the very different looks gained by just from moving the light center around with volumetric, and all the different light shaders that can be assigned to any given light, etc.). And of course performance/light count.

Time spent messing with lighting is far, far more, proportionally, than when Q3 mapping, at least for me.

Posted: Sun Dec 18, 2005 2:06 am
by Jemcdv
I would comment if I had q4 installed on this machine.. but from what I can see looks like a solid pjw map. hawt stuff, I can't wait to give it a go when I get back (perhaps for the next beta) :)

Posted: Sun Dec 18, 2005 2:47 am
by SonicClang
YAY!!!!! pjw's making a Quake 4 map!!!!! :) Awesome man. I'm downloading it right now to try it out.

Posted: Mon Dec 19, 2005 12:06 pm
by Lukin
pjw wrote:[Edit: What pillar next to the quad? You mean the wall the quad shelf attaches to, or the second-story pillar next to the pipes, or the divider down on the first floor...?]
3rd shot, upper right corner. It often hampers players (or at least hampers me :)) )when I'm jumping from this little ramp on left.
I just liked the quote. :)
That what I supposed. Lunaran's site is a great reading too.
Now I only have to figure what's between Kiltron and Foo ;)

Posted: Mon Dec 19, 2005 2:25 pm
by pjw
Lukin wrote:3rd shot, upper right corner
It's gone. :)

New beta, hopefully, by the weekend.

Posted: Mon Dec 19, 2005 9:48 pm
by SonicClang
Ok pjw, now that I've finally got some free time (I'm finally done with cdoom) I'm going to give this level a run through tonight. Even though you'll have a new version soon I'll give you some feedback on it. I feel so bad, I haven't even finished Quake 4 all the way through yet. *hangs head in shame*

I love the "Raven" squad, and the "Badger" squad, those were some nice Madison touches.

I can't wait to fricken play this level.

Posted: Tue Dec 20, 2005 9:14 pm
by SonicClang
This is a classic pjw level. I like the tightness of it. There are so many routes to get around. I must have ran around in it for 10 minutes before I had both seen everything and knew my way around. And you've always got at least ONE thing that's hard to get. in this case it's the quad damage. I know how to get it, but I just couldn't do it.

I gotta say, I love the Quake 4 MP physics, and you've taken really good advantage of them with the angled brushes. The one guy said you couldn't get on top of those crates... yeah you can, you just have to get a running start and jump at the top of the ramp. I got on my first try.

Very well done.

You say you have botclipping yet to do??? What bots?

I used fraps to make a quick video. I don't have the registered version so I keep having to press record... there are a couple splices during this. http://sonicclang.ringdev.com/vid/pjw4dm1.wmv This is easier for me than making a demo.

Posted: Wed Dec 21, 2005 2:55 am
by obsidian
SonicClang wrote:What bots?
These bots

Posted: Wed Dec 21, 2005 3:09 am
by pjw
Yeah, those, and all the other ones that I expect to see eventually. :)
SonicClang wrote:The one guy said you couldn't get on top of those crates...
I'm pretty sure he was complaining about the crates that were just *slightly* too high to jump on from the ground (like the one near the ladder w. the slugs on it)--they look like you could make it if you're used to Q3, but you can't quite.

In any case, I'm glad you like the level--there used to be even more options to get around, but draw calls were beating my ass and I had to go through and close up a bunch of openings. Also, the Quad area and the bridge on the other side of the wall used to be all one big open area, but the openness plus the many doorways and hallways was just too much.

Thanks for the vid--it was fun watching. :)

Posted: Wed Dec 21, 2005 9:34 am
by Hipshot
Pjw, rain, would that be hard to create inside the D3E? Cause the level looks wet espec with that sky, something after a heavy rain, a subtle raining could be cool... maybe it would hog to much resources?

Posted: Wed Dec 21, 2005 5:42 pm
by SonicClang
Well pjw, I know how much you LOVE watching people play your levels. I can make more vids in the future since you liked this one. Now that I know how to use fraps n' all.

Hipshot, let's not forget your "rain" level with the 5 frames per second... :)

obsidian, thanks for the link by the way. I didn't even realize someone had made a bot for Quake 4. ROCK ON!!!!!! I'm getting flashbacks to 1997 playing Quake 1 against bots.

Posted: Wed Dec 21, 2005 6:37 pm
by pjw
Hipshot wrote:Pjw, rain, would that be hard to create inside the D3E? Cause the level looks wet espec with that sky, something after a heavy rain, a subtle raining could be cool... maybe it would hog to much resources?
I'm guessing that if you wanted to include some kind of rain, you would have to design the level with that in mind from the beginning. It's either going to add multiple levels of overdraw (if you do it as a scrolling alpha w. vertex deformation--which is what came to mind first since that's the way I did it in my first Q3 map), or perhaps you could do it with fx and individual drops, but I'm guessing the performance hit would be huge, especially in MP.

Posted: Wed Dec 21, 2005 6:37 pm
by jester!
Hipshot wrote:Pjw, rain, would that be hard to create inside the D3E? Cause the level looks wet espec with that sky, something after a heavy rain, a subtle raining could be cool... maybe it would hog to much resources?
With the near trauma being inflicted on most hardware with the basic lighting techniques used in the default maps, no light detail levels ect, I would have to imagine adding rain would decimate fps to single digits... :icon28:

Posted: Fri Dec 23, 2005 1:26 am
by Lenard
A very light, mist-like fog would be nice.

Posted: Fri Dec 23, 2005 1:55 am
by Hipshot
This image explains what I meant PJW, you see the sky, the sun and the light rain.
[lvlshot]http://pixologic.com/zbrush/interviews/images/costa_winner.jpg[/lvlshot]

Posted: Fri Dec 23, 2005 2:07 am
by Lenard
What, the fuck, is that?

Posted: Fri Dec 23, 2005 3:28 am
by SonicClang
I know it has nothing to do with pjw's level... :D what's up with the pic hip? Kinda weird...

Posted: Fri Dec 23, 2005 6:12 am
by FragaGeddon
Nice nips!

Posted: Fri Dec 23, 2005 3:16 pm
by corsair
I seem to recall that image, does it happen to be created with the powerful help of zbrush?

Posted: Fri Dec 23, 2005 5:17 pm
by Hipshot
Yea, found it on thier homepage.
I just wanted to show the atmosphere there with the sun and rain and so.. I could have removed the other parts!

Posted: Fri Dec 23, 2005 5:43 pm
by pjw
Heh.
Yeah, nice image. :)

I was pretty clear on what you meant--there's just no real way to do it in this engine (I don't think?) without a big performance hit.

Posted: Sat Dec 24, 2005 12:39 am
by SonicClang
You could do very small water effects like in some of the levels of Quake 4 where there's slime dripping from pipes. That wouldn't give too much of a hit on performance, but it also wouldn't add too much.