Re: BETA: thomasc4 - Aussenposten 08
Posted: Mon Oct 26, 2009 10:35 pm
Just to let you know I'm still on it, but real life's got a strong grip on me at the moment...
Your world is waiting...
https://www.quake3world.com/forum/
Yeah, sure, as long as you give me proper credit for it in the readme.AEon wrote:Would you allow me to "trace" the (mostly wall) textures used in your map to let my add them to the AEcell texture pack?
Yes, this is intentional as you can actually reach other areas than the obvious one the bounce pad is targeted to. With the one you're talking about you can also jump to the ledge with the two small (5) healths. Personally I always want to have more than one option where I can go with a jumppad when I use it.obsidian wrote:I just wanted to point out that some of the jump pads have targets that are a little high, essentially making railbait of anyone trying to use one. IIRC the YA one near the top of the map.
This is fixed now, a brush that should have been structural was detail. You had full view into the tower. r_speeds are now a few thousand less, so totally acceptable.Tabun wrote: I found one place where the r_speeds went up over 20k. I don't know what the limit to acceptable r_speeds is nowadays, but I noticed some slowdown there - and nearly nowhere else on the map (it's here at this spot).
I tilted the crate a littlebit, really looks better now. But I will leave the lift. I really like it like this here.Pat Howard wrote:
- Did you put a lift here because the height didn't justify a bouncer? I think it needs one anyway. Lifts are slow and players get impatient waiting for them unless there is an item on the other end of the ride. Also, I don't like how that crate to the left is perfectly flat.
Thanks, fixed.Pat Howard wrote:
- Something weird is going on here...
I already tried it and it was horrible. But it was worth the try.Pat Howard wrote:- How about a thin orange fog for your water? Due to the bright orange rust color of it you wouldn't think it would be so transparent when you jump into it.
Maybe I'll rework the whole item placement.Pat Howard wrote:- The two 50s right above the mega is a little weird. I think a weapon would be better in one of these spots. (See below.)
- More on weapons, have you looked at an overview of the weapon placement in this map? Almost everything is on the outer ring! I am begging you to give me a reason to use the upper levels of your two opposing central rooms. At least a second RL or something? This is by far my biggest problem with the map.
Where and what exactly is it you don't like?Pat Howard wrote: - My second biggest problem is still the lighting. I know I've mentioned these things before but I usually like to get in a second try on the author before I shut up. There isn't enough variety. The insane brushwork and texturing conceals how garish some of the lighting really is, but still, I think you can and should do better.
ThanksPat Howard wrote: - And finally, I want to leave on a positive note so you don't get the wrong idea about the quality of this map. I just wanted to tell you I've spent quite a bit of time noclipping around this map lately... just looking. You are extremely talented. This map is already a keeper for me, even in beta.
Cheers, The second and third are fixed. I'm afraid I can't fix the first one though as it's not a hom effect. The lowest wall trim is shining through and there's no way I can not not put it thereAEon wrote:Looking at your map, trying to understand how you created some of the geometry, I noted three areas with sparklies, especially the ones at the JP and the steps, would be good to fix, IMO:
- [lvlshot]http://aemap.hugelaser.com/misc/thomasc4_01.jpg[/lvlshot]
You know, before I was saying there wasn't enough variety. Now after a closer look it feels like it's actually too much variety that is disturbing me. Lighting is funny that way - it's kind of a "less is more" thing. Also, the light source types never seem to have a consistent purpose. Cool and warm colors are mixed all over the place. Some lights give off strong beams while others don't. Some areas are extremely bright for no apparent reason. I'm going to give you specific examples of what I like/don't like and why, but I think I should leave it up to you as the artist to find the final solutions. All I can do as a tester is beg for more consistency in your lighting, but giving advice on the exact colors/intensities you should be using would obviously be overstepping my bounds.T_Creutzenberg wrote:Where and what exactly is it you don't like?
I get that part, I'm just wondering why it's an elevator and not just a normal platform. Seems a little weird to have it there, especially from a real world perspective. Not too big of a deal I guess. Keep it if you really like it.T_Creutzenberg wrote:I intenionally wanted people to only be able to access this from the upper area.