here we go again, q3pwdm2 testers please :)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

update shot
Image
and the indoor section is starting to play well
Image
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

here is my big update WOOHOOO!

ok so its 3-5 player ffa map which also plays ok for 1 v 1. i think. if you guys can give it a few rounds and tell me what you think it would be really great. thanks

http://www.filedropper.com/q3pwdm2

heres a small update shot
ImageImage
pjw
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Re: here we go again, q3pwdm2 testers please :)

Post by pjw »

I'm off on a small vacation tomorrow, and trying to get my stuff packed, so this will be kind of quick... :)

Overall, it's much better, IMO. I like the sorta techy clean look you're going for. I'm still not crazy about the dead-end feel of the RG/LG; you know that, okay, I'll shut up about it. :)

Suggestions/Observations:

1) Please don't use a jumppad tex for teleporter dests. I keep crossing those spots and expecting to get a lift...

2) These arches are still bothering me:
Image
and I figured out why. When I jump through them on the side, the curve of the arch is low enough that I impact it with my "shoulder" (where the "x"s are) and it pushes me in toward the center. I initially thought it was just too narrow and I sucked, but I finally figured it out. If you could make the bottom of the arch patch not come down quite so far and make the bevel less elongated, it would make jumping through there much easier. Some of the texture alignment where the caps on those bevels meet the brushwork is a bit iffy too...

3) I could get up/in here:
Image
It looks kinda broken, so probably just clip those nooks off?

4. There are a few places that are pretty bumpy because of trim and detailed brushwork. The worst offender is the tele-dest up by MH which sends you bouncing off at a semi-random angle when you pop in. I would strongly advise either (a) smoothing all that stuff off with playerclip or (b) making nonsolid versions of those trim textures, so they don't bounce the player around. The metal(?) plates w. brushwork bolts do this too...like the dark ones straight ahead in the screenie above...

5. Is the quad set up for only FFA? I didn't think to try it in tourney--sorry. If it's not, it should be, and there should be something else there, or a more or less different item arrangement for tourney. Generally power-ups in tourney is a Bad Thing (although there are always exceptions to rules...).

Hope this helps.
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

cheers. ok i'll sort the arches out. the window things have already be clipped along with the tele destinations. a different texture ya think.. hmmm
the quad should of showed up in tourney... odd.

thanks mate. back to the editor for me :)

have a wicked holiday man.
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

what do you mean by dead end? how could i fix it?
dichtfux
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Re: here we go again, q3pwdm2 testers please :)

Post by dichtfux »

I guess he simply means that you're stuck in there and need to turn around and walk back to where you came from, without an alternative route to go from there.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

but thats not really the case... sure its a ledge. but the room has 2 exits.
dichtfux
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Re: here we go again, q3pwdm2 testers please :)

Post by dichtfux »

Just tested the map, agree. Doesn't feel like a dead end to me. More comments are at levelmakers.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

your a legend dichtfux. thanks for all the help
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

ok heres the 3rd update. i think i've got it all down now, release is imminent YAY

http://www.mediafire.com/?sharekey=e41e ... 0d43e7fd09

if there is any more little issues let me know. if not, well its time to get all the details etc done, add a bit more bot/player clipping and call this 1 done :)
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

after spending some time playing this i decided to hold back the release and extend the level to a 6-8 player map. been busy working on it all weekend and new screenshots etc to follow

added a whole new underground section as well as more connectivity. after a lot of play testing i've moved heaps of the items around as well... all most working like it should... ie fun

:)
pjw
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Re: here we go again, q3pwdm2 testers please :)

Post by pjw »

fKd wrote:the quad should of showed up in tourney... odd.
Maybe I wasn't clear--I didn't have a chance to try it in tourney; I was just saying that power-ups typically don't have a place in a tourney map, since they tend to unbalance things a bit too much. If it currently shows up in tourney mode, it shouldn't, IMO, and should be replaced with something else, or just dropped.

I often tend to shuffle armors around to make things work in tourney mode w/out the power-up(s), sometimes dropping in a promode green armor or two to make it easier. It's usually not necessary to do two completely different item layouts for FFA vs. tourney (which would also make it harder to learn the map) but some tweaks are usually necessary.

Regarding the "dead-ends", yeah, you (and dichtfux) are correct--they're not really dead-ends--they just feel odd to me. Obviously it's not bothering anyone else, so it's probably just me. :)

I look forward to seeing the expanded version...
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

ahh i see. oh, and welcome back, hope ya had a good holiday

and as for those dead ends :), one now has a jp coming up from the underground section. and next to the other room is a tunnel.
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

there is going to be a wee bit of a delay as i just got wipeout hd... and its goooooood
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

http://www.filedropper.com/q3pwdm2

here is an update of early ground work for the underground section, as well as a general
cleanup of the old areas

some screenshots..
Image
Image
Image

cheers for the help
Plan B
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Re: here we go again, q3pwdm2 testers please :)

Post by Plan B »

Looks amazing. Some very clever, angled brush and patchwork make it really pop.
Obviously very gray, but I really like that; Makes it easier to focus on opponents and 'places of interest' that *are* colorful.
I'll try to give some useful gameplay feedback later.
fKd
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Re: here we go again, q3pwdm2 testers please :)

Post by fKd »

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