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Re: q3dmp14 - bouncing and shiz :D
Posted: Wed Jul 28, 2010 6:07 pm
by ShadoW_86
I like rotating jumppad. Put the MH back where it was, RA there, is not a good idea

(I didn't comment that suggestions, because thought you woudn't even consider it

). YA + MH is perfect for that kind of map. Please remove GL! Replace it with SG, or leave the place empty (I would replace it). GL on this map is silly

. Two things about jp to LG ledge: one, it's to powerful, and push me a little to far. Two, it has such angle, that I think there should be launch pad rather, not standard jp. When I look at it, and do this 'jump', something feels very much wrong. It's more push, then jump, please consider placing there launch pad.
Edit: Also, using the lowest jp (one leading to the MH atm) you can hear the player's 'fall to death' sound, tho you don't die. Not sure if it was intended, but it's quite cool effect

. Maybe after you remove this jp (it won't be needed since MH is on it's right place =P), you could recreate such effect for next lowest jp

.
Re: q3dmp14 - bouncing and shiz :D
Posted: Wed Jul 28, 2010 8:25 pm
by Hipshot
Is this level compiled using skyfix?
Re: q3dmp14 - bouncing and shiz :D
Posted: Wed Jul 28, 2010 8:27 pm
by Pat Howard
ShadoW_86 wrote:Put the MH back where it was, RA there, is not a good idea.
You know, I actually agree. I like the last version better, although I must admit I'm not sure why. It just seems
simpler. Care to elaborate on why you think MH works better than RA?
Re: q3dmp14 - bouncing and shiz :D
Posted: Wed Jul 28, 2010 9:07 pm
by cityy
That upper level there is pretty cool for the MH IMO. Compare to dm17, the maybe most successfull space map (I guess you've thought of that already) - the MH is in a position where you gotta take a jumppad - your in the air for a pretty long time and can be punished badly as also your way back from the MH can be predicted or even seen easily. RA place is a place of rocket spam; little lower than the rest of the map and a place for fights. YA is there to fix the balance. So I'd suggest MH on the upper area, RA in mid of the map (on the bottom) and YA on the opposite side to the MH.
Alternatively switch YA and RA, remove the jumppad leading to the current RA place and add this one instead:
[lvlshot]http://img825.imageshack.us/img825/5329/20100728231050999.jpg[/lvlshot]
I think after some playing I like my last suggestion more.. in the end it's up to you what's gonna be changed.
Re: q3dmp14 - bouncing and shiz :D
Posted: Wed Jul 28, 2010 11:44 pm
by fKd
hipshot: yeah it's using -skyfix im still ripping that portal sky apart, i really wanna keep this skybox, i love the atmosphere so im gonna add a few layers or moving cloud. but im still working on that.
pat, cityy & shadow: hmmm so many different suggestions...
but i will not be adding that jp behind the window, i like that area as it is.
the mh jp's are setup so you can go to pretty much any other jp with a bit of air control, bouncing around the place is fun lol. the mh up there is gonna stay.
(the falling sound jp was done on purpose)
so this is generally the item layout, draw over it to make it a bit more clear of me. if ya can be bothered heh.
really helpful stuff guys thanks
Re: q3dmp14 - bouncing and shiz :D
Posted: Wed Jul 28, 2010 11:47 pm
by Hipshot
Skyfix sucks, when people use it, it generates lines on my computer.
Btw, I don't see the lines in this pic?
Re: q3dmp14 - bouncing and shiz :D
Posted: Thu Jul 29, 2010 12:04 am
by fKd
yeah a little stamp tool work in photoshop. ill stop using -skyfix tho
btw, had a look at ya website, i had no idea how much pro work you had done. very impressive!
Re: q3dmp14 - bouncing and shiz :D
Posted: Thu Jul 29, 2010 5:45 am
by ShadoW_86
RA + YA + MH is simply too much for such small (and open) map. And if there are 2 items, it's better if it's YA+MH, then YA+RA.
Re: q3dmp14 - bouncing and shiz :D
Posted: Thu Jul 29, 2010 5:52 am
by fKd
a few lvl shots:
[lvlshot]http://img442.imageshack.us/img442/2466/shot0034i.jpg[/lvlshot]
[lvlshot]http://img717.imageshack.us/img717/3631/shot0002e.jpg[/lvlshot]
[lvlshot]http://img833.imageshack.us/img833/7408/shot0003s.jpg[/lvlshot]
[lvlshot]http://img842.imageshack.us/img842/103/shot0032u.jpg[/lvlshot]
its coming together now... items still not fixed
Re: q3dmp14 - bouncing and shiz :D
Posted: Thu Jul 29, 2010 8:36 am
by Anthem
lol I want to make a space CTF map now. I think I will...
Re: q3dmp14 - bouncing and shiz :D
Posted: Thu Jul 29, 2010 8:43 am
by fKd
excellent

Re: q3dmp14 - bouncing and shiz :D
Posted: Fri Jul 30, 2010 12:25 pm
by fKd
got the sky animated (thanks hipshot)
finished up the building side. now its just items.
its now a 1v1v1 or duel or 2 v 2 map
[lvlshot]http://img804.imageshack.us/img804/8056/shot0006j.jpg[/lvlshot]
pic of current build. you guys wanna beta?
Re: q3dmp14 - bouncing and shiz :D
Posted: Fri Jul 30, 2010 1:11 pm
by ShadoW_86
fKd wrote:
pic of current build. you guys wanna beta?
God forbid

.
Re: q3dmp14 - bouncing and shiz :D
Posted: Fri Jul 30, 2010 1:25 pm
by monaster
fKd wrote:got the sky animated (thanks hipshot)
How?
fKd wrote:you guys wanna beta?
You can bet(a) on that! (Yeah I know...) We guys wanna beta!
Re: q3dmp14 - bouncing and shiz :D
Posted: Fri Jul 30, 2010 1:48 pm
by fKd
heres an update. the skybox might be funny as i've not fully built my own, so hipshots hipshot_skyward set has be used and changed. this will be fixed in the final, its still in mock up mode.
amyway heres the file, try out a ffa with 2 bots
enjoy:
http://www.mediafire.com/?bavo05hnb0tiub9
heh just in time for the weekend!

Re: q3dmp14 - bouncing and shiz :D
Posted: Fri Jul 30, 2010 1:58 pm
by monaster
Thanks man!
Re: q3dmp14 - bouncing and shiz :D
Posted: Fri Jul 30, 2010 6:59 pm
by Dessicated corpse
Great job, nice and small map. You might want to change the jumppad destinations and that.
Re: q3dmp14 - bouncing and shiz :D
Posted: Fri Jul 30, 2010 9:04 pm
by monaster
Oy, no more skybox seams, FUCK YEAH!
Feedback so far:
1) Don't make the glass "shields" weapon clipped, IMO it's better to see weapon marks on them thus realising that someone has been shooting at you.
2) Use a nodrop texture in the death zone when you fall off the map so that no weapons will remain after the player has been shattered all over the place.
3) Stepping on the jumppad between the rocket launcher and the plasma gun from either the left or right side makes you bump your head against the wall aka you can't get up since the level structure hinders you.
4) Not sure about that, but I think the trigger_push brushes on your two launch pads are not big enough. If you hit the very front end you bounce off them instead of getting launched into the health/armour shards and fall to death.
5) Silly idea: the "football goal" you can see directly in front of the red armour: why don't put a trigger between these two bars spawning a quad or something else useful if a player takes the risk (losing health which is dangerous on such a small map) rocket jumping through them? Just for fun, that suggestion.

Re: q3dmp14 - bouncing and shiz :D
Posted: Sat Jul 31, 2010 2:18 am
by Delirium
SO
MUCH
FUN
D:
Re: q3dmp14 - bouncing and shiz :D
Posted: Sat Jul 31, 2010 10:06 pm
by Tabun
I casually suggest adding spires/structures to the underside of the map, in your usual elegant, plastic style..
Re: q3dmp14 - bouncing and shiz :D
Posted: Thu Aug 05, 2010 1:26 am
by fKd
1) Don't make the glass "shields" weapon clipped, IMO it's better to see weapon marks on them thus realising that someone has been shooting at you.
fixed
2) Use a nodrop texture in the death zone when you fall off the map so that no weapons will remain after the player has been shattered all over the place.
fixed
3) Stepping on the jumppad between the rocket launcher and the plasma gun from either the left or right side makes you bump your head against the wall aka you can't get up since the level structure hinders you.
fixed
4) Not sure about that, but I think the trigger_push brushes on your two launch pads are not big enough. If you hit the very front end you bounce off them instead of getting launched into the health/armour shards and fall to death.
fixed
5) Silly idea: the "football goal" you can see directly in front of the red armour: why don't put a trigger between these two bars spawning a quad or something else useful if a player takes the risk (losing health which is dangerous on such a small map) rocket jumping through them? Just for fun, that suggestion.
hmmm na, that would be overkill

cheers for the feedback yo
Re: q3dmp14 - bouncing and shiz :D
Posted: Thu Aug 05, 2010 1:27 am
by fKd
Tabun wrote:I casually suggest adding spires/structures to the underside of the map, in your usual elegant, plastic style..
workin on it
Re: q3dmp14 - bouncing and shiz :D
Posted: Thu Aug 05, 2010 10:16 am
by monaster
fKd wrote:cheers for the feedback yo
A pleasure!
Re: q3dmp14 - bouncing and shiz :D
Posted: Sat Aug 07, 2010 11:36 am
by fKd
Re: q3dmp14 - bouncing and shiz :D
Posted: Sat Aug 07, 2010 12:05 pm
by Pat Howard
feels like killzone 2 now

.