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Posted: Sun Apr 01, 2007 9:27 pm
by pjw
squirell man wrote:a13n wrote:@squirell man
Your maps are currenlty disqualified due to the excessive overdraw.
Please check the visibility.
overdraw? like no caulk? yeah on the dueling courtyards I ran out of time cuz I had to go on vacation, there was a comp. but no q3radiant, *sob*
I took a quick look, and I'm pretty sure what a13n is talking about is that there's a lot of both maps being drawn even when those parts are way out of your view and around corners and suchlike. (You can check this with r_showtris 1 at the console, just in case you don't know...)
Looks like you could probably use hint brushes to at least improve this a bit. On the one hand, it's not the end of the world because (a) they're small levels, and (b) it's only two people playing, but I
suspect (he says cautiously) that you could improve the overdraw a lot with some really basic hinting in just a few minutes. I'd have to look at the .maps to be sure, of course...
You should probably also make many of the small details (e.g. the bits under the flags in at least one map) detail (if you haven't already) and non-solid, or at least clip them off to lose the bouncy-ness when you move over them.
Fun little maps.

Posted: Sun Apr 01, 2007 10:25 pm
by Kaz
I thought I remembered launching a failed compilation pack similar to this awhile ago....
http://www.quake3world.com/ubb/Forum6/HTML/028274.html
heh

Posted: Sun Apr 01, 2007 10:28 pm
by SonicClang
Yeah dude pjw, go for it. Your levels rock and Quake 3 is still one of the most fun games out there. I'd really love to see you make a CTF level pjw. You said you wanted to make one after that LAN party a while back. You should!
Posted: Sun Apr 01, 2007 11:33 pm
by pjw
Just as a side note, after not mapping Q3 for a long time, I installed radiant 1.4 and noticed that the surface inspector is broken (doesn't properly "fit" on both axes), and then when I said "screw this" and uninstalled and d/led 1.5, it doesn't include mapmedia.pk3, so none of the common texs show up.
Weak sauce.
I'm now redownloading and installing 1.4, so I can grab mapmedia.pk3, move it to where it should be for 1.5 to find, and then uninstalling it again.
My mapping day:

Posted: Sun Apr 01, 2007 11:47 pm
by +JuggerNaut+
Posted: Mon Apr 02, 2007 1:15 am
by SonicClang
That's great man. Like LOTR.
Posted: Mon Apr 02, 2007 8:43 am
by maz0r
Didn't the mapmedia.pk3 come with the game pak you have to download from the radiant site when mapping for q3?
Quick Link
Posted: Mon Apr 02, 2007 2:11 pm
by a13n
@+JuggerNaut+
Actually pjw has already meet the 3rd condition in that he has his "brand name" in this community.
So if pjw submits the exact same map with squirell man's, his map will not be disqualified.
Unfair but true.
After all the ideal target of this mappack is to build its own new brand by new generations which destroys or exceeds the old one, though.
@squirell man
squirell man wrote:cuz I had to go on vacation
If you don't have time anymore and don't mind to give me your map sources, I'll "remix" your maps and release them instead.
Just a thought.
@Kaz
Gut.
Posted: Mon Apr 02, 2007 3:42 pm
by pjw
a13n wrote:@+JuggerNaut+
Actually pjw has already meet the 3rd condition in that he has his "brand name" in this community.
So if pjw submits the exact same map with squirell man's, his map will not be disqualified.
Unfair but true.
"Known" mappers should, if anything, be held to a higher standard than new mappers.
In addition, free rides are for people who need them; I'm not in need.
Just sayin'.

Posted: Mon Apr 02, 2007 7:02 pm
by squirell man
to tell you guys all the truth, the farthest information I ever got to about hinting was the 2 sentences in the q3rad manual.
Now how would you exactly use it? ive seen it done, but dont know where and why to use it.
Posted: Mon Apr 02, 2007 8:53 pm
by spookmineer
Posted: Mon Apr 02, 2007 10:28 pm
by obsidian
Posted: Wed Apr 04, 2007 11:39 pm
by squirell man
thanks, yo.
Posted: Thu Apr 05, 2007 2:48 am
by a13n
@squirell man
Are you going to improve your maps?
Posted: Fri Apr 06, 2007 12:22 am
by squirell man
yes, I just did, added some major clipping where neccasary, etc... etc... and will upload them soon.
note: because of the small size of this map, I simply just divided the whole map into 4 or 5 different parts with the hint brushes.
caulking was done on thmap2
1 unit thick clipping put on all the walls of thmap2
fixed a leak on thmap1
and many other more issues fixed...
Posted: Fri Apr 06, 2007 3:32 am
by a13n
That's good.
You can also set a key/value _blocksize/256 256 256 for worldspawn as a quick yet time-consuming solution.
Posted: Wed Apr 11, 2007 6:08 am
by pjw
Well, beta 1 of my map is done. Some people may recognize it as a rotated/mirrored version of "The Small Place" (pjw3quickie4). I played it for a while tonight and it's a surprisingly(?) fun CTF map, and while it's pretty small, I had two teams of four in there for a really intense game, so it certainly doesn't have to be 1-on-1...
The map is a little wacky, with one (slightly-difficult-to-get) BFG for each team. There's a lot of gibs flying around in a small space.

The textures are courtesy of Rorshach, the skybox is from Sock, and the crate textures are Karloff.
It felt very strange to be messing with GTK and detail brushes and no lighting preview and so forth. Like old times...
Still to do, once I'm sure there are no major changes: hinting, sounds, lighting tweaks, and further detailing.
Edit: Download the final below.

Posted: Wed Apr 11, 2007 11:27 am
by a13n
@pjw
I quickly checked the map.
One word:
fun!
I really like your unique layout though it seems to be more cpma-oriented than vanilla.
The theme is also excellent... except some animal textures for jumppads.
Please don't ask me why.

My soul somewhat rejected them.

Oh, there are quite a few missing textures, you know.
All in all your map would be the main dish for this mappack, so far.
Just keep up your good werk!
Posted: Wed Apr 11, 2007 11:50 am
by TRINIX
is there still time to throw a map in? got 1 in the works!
Posted: Wed Apr 11, 2007 11:53 am
by dichtfux
@TRINIX:
The deadline was scheduled for 1st of may. I haven't even started yet due to my other projects and lack of time.
@pjw:
Screenies look good but there's too many missing textures to play it atm. This image shows which ones are missing (link due to its size):
>click me<
Posted: Wed Apr 11, 2007 3:30 pm
by pjw
Argh, sorry guys--n00b mistake. I apparently forgot the crate textures. I'll fix it ASAP, but it might be tonight.
Bleh.
Posted: Wed Apr 11, 2007 4:29 pm
by voodoochopstiks
@pjw: Wow, that feels pretty nice. I even think that would work really well as a 1v1. I'd try just removing either the red or the blue base(keep the mid) and shuffle some items around and make it a duel level. Could be nice. I'd like you to go give it a shot.
Posted: Wed Apr 11, 2007 5:55 pm
by dichtfux
@pjw: the water is missing, which is far worse than the crates. don't forget to fix that while you' re at it.
Posted: Wed Apr 11, 2007 6:15 pm
by pjw
voodoochopstiks wrote:@pjw: Wow, that feels pretty nice. I even think that would work really well as a 1v1. I'd try just removing either the red or the blue base(keep the mid) and shuffle some items around and make it a duel level. Could be nice. I'd like you to go give it a shot.
Heh. If you want the 1v1 version, get it here:
http://pjw.planetquake.gamespy.com/pjw3quickie4.html
It's been around for a while.
@dichtfux, yeah, I took a look a few minutes ago. I messed it up quite well. :icon26: It will be fixed soon. That's what I get for trying to put the pk3 together at 2 in the morning...
Posted: Wed Apr 11, 2007 7:45 pm
by v1l3
since nobody has popped this up..
trying textures/pjw3quickie4/256_decayed_grill.TGA...
trying textures/pjw3quickie4/256_floordamaged.TGA...
trying textures/pjw3quickie4/kf_crate01128-orange1.TGA...
trying textures/pjw3quickie4/kf_crate01128-orange2.TGA...
trying textures/pjw3quickie4/kf_crate01128-1.TGA...
trying textures/pjw3quickie4/kf_crate01128-2.TGA...
trying textures/pjw3quickie4/q4water.TGA...
-hope that helps..
Nice to see you doing a q3a map again. I was playing pjwq3tourney2 & pjw3dm5 yesterday :icon25: I was mentioning at the promode forums a while back that if they add another mappack it should have pjw3tourney2 in it..well and wvwq3dm5a..I guess we'll see if that ever happens
