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Posted: Sun Jan 01, 2006 10:14 am
by primaltheory
Ok, The map has alot of shit done to it from the time you checked it out last...

***Pre-Alpha 1 OFFICAL RELEASE***
Link Updated (@ top)
(I will try not to work on it at all for the rest of the day as I have shitloads of homework I gotta do before break)

Finished off the 2 rooms I added, Added some variety (minimal =\ ) to the textures, It looks alot better with all the meshwork I did.

Posted: Sun Jan 01, 2006 10:49 am
by Lenard
stop

Posted: Sun Jan 01, 2006 6:49 pm
by pjw
Well...I'm honestly not trying to be a dick here, but I get the feeling that if I'm not blunt, you're not going to get it.

This is a long way from being a beta map. "Beta" really means that all features are there and there are no obvious bugs or problems. You still have an enormous amount of work to do before it gets there. Such as:
  • The sky is broken--you can see the bottom of the sky box. you either need to change the sky, or keep the player from seeing the bottom.
  • There are still a ton of head-bangy spots, like both ends of the RG hall, coming up the ramp in the big room, and many places in the YA area (which will probably need to be re-worked, IMO, since it's kinda cramped and weird with all the ramps right now). Always assume that the player will be bunny-hopping; if he *can* hit his head, he *will* hit his head.
  • The stairs still look bad and are too steep/small.
  • Texturing is still barely even started. You need to use more than two or three textures. You need to use floor textures on the floor and wall textures on the wall. You need to align and fit textures to brush faces neatly. You need to add trims and edging.
  • There are still many places where the walls/floors seem pretty thin and fragile.
  • You haven't done anything at all with portaling.
  • It needs a loading screen.
  • You haven't really even started on lighting yet either--only made a bunch of identical lights (with no texture/color/anything chosen) and scattered them around.
Like I said, I'm really not trying to be an asshole. I know that you're having fun with this, and still learning how all this stuff works. You've accomplished a lot in just a couple of days, and this really *could* eventually be a good map, but you need to fix all that stuff before it's even going to be beta (and before you should expect people to download it again, IMO).

Posted: Sun Jan 01, 2006 8:53 pm
by primaltheory
Idk, my mind works different, the hard part for me is done, now it's just all changing things...

What is the normal jumping height? I'll fix it...

How do you fix the sky like that? I've never really done a level with a sky...

Yeah, but the hardest part (to me) is done, and the rest is the fun part... Time to work!

Posted: Sun Jan 01, 2006 10:13 pm
by pjw
primaltheory wrote:What is the normal jumping height? I'll fix it...
Not sure, off the top of my head. Just raise/change stuff so you can jump/move through the level without banging your head or running into the edge of stuff with your face. :)

Re: the sky, basically what I said--you'll either need to choose a different sky, or change the views of it so you can't see the bottom.

Posted: Sun Jan 01, 2006 10:17 pm
by primaltheory
Do you know of a good spot to find skies? I'm not a fan of most the q4 skies

there are like, 12 light models total

wow that fucking sucks :icon23:

at least doom 3 had like 100 different kinds of lights, so I have to go find some light models too? Am I allowed to take them from doom 3 and use them here?

Posted: Sun Jan 01, 2006 10:50 pm
by primaltheory
WooO I never finish things, this applies here, Thanks for the help, It was coming along rather well, But I still can't figure out what A good layout would be, I have these ideas but frankly they would work in real life with real guns more then they would with quake... (I have a very big imagination but it's limited by what I know)

I'm gonna go look at monsoon, I like the way he did that and I wanna try and make somthing with a similar smoothness to it

I doubt it will happen, but hey, it's better to try again then to completely give up...

Thanks for all the help again, I know now alot of things I didn't know before, and I will try and apply everything to the new map.

Posted: Sun Jan 01, 2006 11:04 pm
by pjw
...

Dude, it took you an hour and a half to go from:
primaltheory wrote:the hardest part (to me) is done, and the rest is the fun part... Time to work!
to
primaltheory wrote:I will try and apply everything to the new map.
You could consider changing that "never finish things" habit, you know?

Posted: Sun Jan 01, 2006 11:31 pm
by primaltheory
I decided I didn't like the layout, and because that's the most difficult part to me, I have a new one going, it's much bigger, and seems like it would be fun to play on right now

all i have so far is boxes, but my top down sketch seems neet so far...

I always do that with my art too, not finish it, the stuff I actually finish comes out good though...

I wonder whatever happend to that ut 2k4 map I made, It won 3 contests for 1v1maps