Coldburn Beta 1.0

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
zZCastleZz
Posts: 58
Joined: Sat Jun 23, 2007 3:06 am

Post by zZCastleZz »

seremtan wrote:lol, "crouchsliding". you're making this shit up :icon3:

if you want to map for something that's crying out for some decent maps try UT2K4 Onslaught mode. that particular niche has dried up of late with everyone churning out endless DM/TDM and UT2 mod maps, but even when people were still mapping for it, most of the maps sucked fat wobbly ass
LOL

but I only have a CTF map that I have been working on for UT2k4..

Fat wobbly ass wins though.
You earned the best response award lol!!

Very well noted though. Onslaught map would be a blast I think. Only problem is that I need to learn about what makes a really good unslaught map instead of what makes one a giant gimmick.

Are there any really tight clan style unslaught maps that I should reference? Are there maps for this mode that are played for competitions and such?
-The Castle
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Foo
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Location: New Zealand

Post by Foo »

seremtan wrote:lol, "crouchsliding". you're making this shit up :icon3:

if you want to map for something that's crying out for some decent maps try UT2K4 Onslaught mode. that particular niche has dried up of late with everyone churning out endless DM/TDM and UT2 mod maps, but even when people were still mapping for it, most of the maps sucked fat wobbly ass
You jest. CBPs plus maybe 10+ extremely solid customs do the rounds, which is about as many as the community can handle at once. There's good ONS levels that don't get enough playtime.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

I don't comment on peoples maps much these days but I had a look, mainly coz I was interested in the rocks. The 'ice' does work, where it doesn't it's becasue you've got some 'spotting' which just blows out the specular and the contrast of what you see on screen; 'white' (near white) pixels in Q4 lighting blow out far too easily so you have to be *really* careful about *where* the light entities are placed.

All the same it might be worth trying to pull back on the specular levels of the ice texture to flatten it out a little bit, or.. try a 'contrasting' specular that has shiny/dull areas to it so it's not too in your face.

One thing I did think that might make the map fun (stuff 'competitive players!!) was to add a 'slick' material parameter to the shader, only trouble is I can't remember if Q4 has a slick material decl.

The rock normal maps could do with a bit more work but that's dependant on whether you have the time or inclination really, as they are they 'work' but you could push them for much greater effect.

For some reason I found movement around the map really awkward, it had nothing to do with some of the tight areas mentioned by the guys above though, I think it was to do with the items, they seemed to be placed too far out of the players general path thru the map that it felt like it was 'breaking' the flow.

I only skimmed this thread but I hope you do something about the *huge* apparent deadend that's the Quad area, that's a lot of space being used as a dead end that there's no quick way out of which is ok as a risk when going to get Quad but a pain if you happen to fall down there by accident.

Watch those hard blocky shapes in the rock model, they look out of place conpared to the rather 'softer' look the rest of the model has, doing rock isn't quite as easy as it looks ;)
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
zZCastleZz
Posts: 58
Joined: Sat Jun 23, 2007 3:06 am

Post by zZCastleZz »

wow!

thanks for the awesome feedback Kat!

starting tomorrow im going to get back to this level and ill do everything I can. Tonight I updated my page to show my painkiller map. Was taking a short break for awhile collecting feedback on this thread.

Yeah the rock normal map could use some work for sure.
I'm also getting ready to widen the entire level too lol.

The quad area was kind of an intentional thing that I added. It is to reward people who know the tricks on how to get out of there fast and make the quad insanely risky to try and get. As it stands right now there is Quad and shaft right next to each other lol..

I'm surprised that hasn't been mentioned yet!

This thread has been insanely awesome for good feedback btw. I thank you all.

edit: hey check it out im a grunt now!
-The Castle
boilingoil
Posts: 48
Joined: Sat Apr 28, 2007 6:28 am

Post by boilingoil »

Dang, you passed me. i'm still a trainee... *wimper*
[url=http://www.quake3world.com/forum/viewtopic.php?t=30543]OILDM1 is BETA5![/url]
zZCastleZz
Posts: 58
Joined: Sat Jun 23, 2007 3:06 am

Post by zZCastleZz »

well here is my todo list.

Ill try to have these done in a couple of days or possibly during the weekend.

If there is anything I missed let me know.

- Make sure all your pick-ups are at 16 units, and have nodrop 1
done //- lower spec on rock texture
done //- increase normal map detail. Use addnormals for increased detail
- add a touch more color to lighting
- double check for any overbright spots of lighting that can be fixed
- resize entire level
  • *no hallway under 192 units wide
    *update cave models
    *work on making it seem as though rocks arent formed over the level geometry
- set up slope jump from under shard bridge
- Remove ice/snow from locations that dont make sense
- Complete new prop models
- snow and ice decals
- Personal photo shop attention on textures
- ambient sound pass
- avoid turning level into fat wobbly ass

At this point I think the level will be pretty much ready to be released. baring any additional polish needed.
Shouldn't be too bad .. I hope lol..
-The Castle
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Post by g0th- »

That is quite a lot of work :) I be really impressed if you manage to do all that over the weekend. But I do like the list, it seems as you taken the critique's very serious witch is good not that many mappers do that.

I am looking forward to the next beta (final?)
[url]http://www.g0th.se[/url]
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

I messed around with the rcok normal maps, look a lot better now ;) If you want them let me know and I'll mail them to you.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
zZCastleZz
Posts: 58
Joined: Sat Jun 23, 2007 3:06 am

Post by zZCastleZz »

g0th- wrote:That is quite a lot of work :) I be really impressed if you manage to do all that over the weekend. But I do like the list, it seems as you taken the critique's very serious witch is good not that many mappers do that.

I am looking forward to the next beta (final?)
I'm not sure if the next one will be the RC.. but I would prefer for it to be!
Its kind of tricky as far as the art side of things since im a noob artist still lol..

I'm almost done with all the resizing of the level now in fact. I should be done with that tonight and that is the biggest of all the above tasks! the level is waaay more open now!
I messed around with the rcok normal maps, look a lot better now If you want them let me know and I'll mail them to you.
I played with the rock texture and they look 100% better now. I think I have the rock the way I need it to be right now!

ill post back here as things get closer to the next version.
shouldn't be too long I think.
-The Castle
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