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Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Posted: Sat Apr 11, 2015 4:49 pm
by cityy
Just use dropbox.com or copy.com Andy.

Edit: Just checked the shots. Looks promising! Are you going to switch to sock's textures or did you decide not to do so?

Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Posted: Sat Apr 11, 2015 4:53 pm
by CZghost
Yea, I moved from ImageShack to Dropbox when found out that awesome service. I use it for sharing maps and screenshots. Google Drive is also good, mainly for sharing files...

Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Posted: Sat Apr 11, 2015 6:24 pm
by AndyW
Hey THX!
Yes, i will finally switch to Socks Textures! :)

Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Posted: Sat Apr 11, 2015 6:43 pm
by Theftbot

Re: "Ye Olde Pump" [WIP] UPDATED ON 03.20.15

Posted: Sat Apr 11, 2015 8:20 pm
by AndyW
If someone want to take a look, its with Bot support :)
https://www.dropbox.com/s/0az5brqe0dr8s ... 3.pk3?dl=0 LINK FIXED, PK3 NOW WORKING

THIS WILL BE THE LAST RELEASE WITH STOCK-Q3 TEXTURES!!!

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Sat Apr 11, 2015 11:41 pm
by AndyW
Hahaa, i did my first shader! :alert: :alert: :olo:
http://www.dropbox.com/s/z4qy21dktddahl ... r.jpg?dl=0

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Sun Apr 12, 2015 9:41 pm
by AndyW
Quadfactory updated!

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I will spend the rest of the night to fit those Hazard-Stripes on the stairs near Quad.
I know this will be pain :cry:

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Mon Apr 13, 2015 11:44 am
by AndehX
Firstly I would like to say, excellent map! I love the design and you got very creative with the detail. Detail is, by far, the hardest thing for me to do. I don't have a very creative mind.
Anyway, there are a few things I would change/fix, which I will detail here:

Firstly, when making detail like this, move the brush back just a tiny bit so you don't get z-fighting (2 brushes fighting to be drawn)
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I'd create a seperate brush just for this texture, because it looks a little silly when you can see the texture repeating. I would also add some trim to that platform, and possibly the ramp to spice it up a little:
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In the same area, I would add pillars as the ceiling structure just looks like its floating.
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These raised spawn points for weapons etc, should not interfere with the player as it can hurt gameplay flow. I'd just make them flat, or make it so the player doesn't intersect with them:
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This area is a little bare. You should add a weapon spawn to this room. Also, not sure what that is on the floor. I've seen them dotted around the map. If they're supposed to represent player spawns, I would personally remove them for same reason as mentioned above with the shotgun spawn. If you really want to keep them. Make them non-solid so they don't interfer with gameplay.
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Again (although not as bad because of the area its in) Make it flat, or non-solid. (or just lower it so it doesn't protrude as much..)
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These need to be clipped off. You should be able to run along walls smoothly without being stopped by details like this:
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Extend this trim all the way...
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This needs trim, like the floor below...
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Add trim to this curve too so it matches up with trim thats already there...
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You need to apply the nodraw shader to all faces of this brush, except the front face.
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Other than the points I mentioned above, this is a pretty solid map. Is this your first map? If so, its far better than my first...

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Mon Apr 13, 2015 3:18 pm
by AndyW
Thx for your feedback AndehX!
This is the first map that i will finish. I started to play around with editors in doom & duke 3d times. When Q2 came out i started to get more into it, at this time i used QuArK 5. Then again when Q3 came out i started again, this time with q3radiant 202 & the great tutorials by D@ngerzone ( i think M. Kupfer was his name).
But i never made it to a release.
It was more "playing around" and testing how stuff works.
I do know nothing about shaders, modeling, detail brushes ... :paranoid:
This map is my first try since 2006 (in 2006 i started a small layout that seemed to be playable but my computer died)

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Mon Apr 13, 2015 3:59 pm
by AndehX
Bit of advice for you then. Every brush in your map should be a "detail brush" except the brushes that seal your map from the void. This will improve the efficiency of the map and reduce the compile time.

Shaders are difficult for the average person to learn. The best way to learn is to copy a shader for an effect that you know (like plasma effect on the plasma gun) and apply/change it however you need.

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Mon Apr 13, 2015 7:41 pm
by AndyW
Whats really interesting me is -What do you all think about my Stair-sizing?
I like to do stairs in 1x4 size cause to me it feels alot "smoother" to walk over.
:confused:

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Mon Apr 13, 2015 9:39 pm
by AndehX
Easiest way to make stairs smooth is to put a diagonal clip brush over them. So you're really walking up a ramp, except only the stairs are visable.

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Mon Apr 13, 2015 10:35 pm
by sst13
AndehX wrote:Easiest way to make stairs smooth is to put a diagonal clip brush over them. So you're really walking up a ramp, except only the stairs are visable.
Ramp clipped stairs are one of the most annoying things in custom maps. :mad:

Remember:
If it looks like stairs - movement should be stair like.
If it looks like a ramp - movement should be ramp like.

Personally I can't feel any difference between 1x2 1x3 or 1x4 stairs. It's all smooth with "g_synchronousClients 0". :D

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Tue Apr 14, 2015 12:36 am
by AndehX
sst13 wrote:
AndehX wrote:Easiest way to make stairs smooth is to put a diagonal clip brush over them. So you're really walking up a ramp, except only the stairs are visable.
Ramp clipped stairs are one of the most annoying things in custom maps. :mad:

Remember:
If it looks like stairs - movement should be stair like.
If it looks like a ramp - movement should be ramp like.

Personally I can't feel any difference between 1x2 1x3 or 1x4 stairs. It's all smooth with "g_synchronousClients 0". :D
I disagree 100%. Nothing irritates me more in Quake than juddery stairs. It should be nice and smooth

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Tue Apr 14, 2015 6:32 am
by Hipshot
For me, proper stair height is 8 and stairs are never ramp clipped.

Ramps have a different behavior than stairs, that's why you have stairs OR ramps, they are never the same.

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Tue Apr 14, 2015 1:23 pm
by AndehX
for me, flow is THE most important aspect of a map, so for the map to feel smooth and flow the best, stairs have to behave like ramps. players need to look smooth as they go up and down them.

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Tue Apr 14, 2015 4:53 pm
by Fjoggs
Stairs should NEVER be rampclipped. You mention flow, but in vQ3, a 64 unit high ramp breaks your movement speed if you're strafejumping, but a 64 unit high staircase does not.

I agree with Hipshot. Height should be 8 units. Depth can vary, but most of my staircases are 16 units in depth.

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Wed Apr 15, 2015 1:15 am
by AndehX
guess thats me put in my place then :dork:

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Wed Apr 15, 2015 11:22 am
by AndyW
Okay, i will give them 8x16 unit stairs a chance in my next map.
But to me personally it feels wrong to rush up a stair in 8x16 in that speed that Quake offers!
Its like you get 8 stairs in under 1sec in Real-Life... :/

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Thu Apr 16, 2015 9:15 pm
by AndyW
Today i started re-texturing and played around a little bit with Sock“s Plant-Shader-Set and some simple patch-meshes... really cool! :)
-Also added a new Corridor with a small Room in the middle that starts at the YA/RG and ends near the MH.
-Added a few Crates and a Pallete near the MH so you can get the MH from the Middle-Level too.
And again, really really nice Textures Sock... Thanks that you share them with us! :up: :!:

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Fri Apr 17, 2015 2:28 am
by AndyW
*LATE NIGHT UPDATE* :)

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Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Fri Apr 17, 2015 4:40 am
by Theftbot
NICE!- them pipes a subliminal q3 logo

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Fri Apr 17, 2015 10:33 am
by AndyW
MAX_MAP_VISIBILITY exceeded :alert:

:cry:
Now it seems i have to figure out about that "Detail-Brush-Stuff"
... :rolleyes:

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Fri Apr 17, 2015 11:50 am
by AndehX
detail brushes are simple. Any brush that isnt sealing your map from the void, should be a detail brush.
If all your brushes are structual (default) its probably easier to select all brushes and make them all detail. Then go around the map, and select only the brushes that seal the map, and make them structual. That will be quicker than selecting every brush that should be detail.

Re: "Ye Olde Pump" [WIP] UPDATED ON 04.11.15

Posted: Fri Apr 17, 2015 12:03 pm
by AndyW
THX AndehX!
I never made something "Detail" and dont know how to do that, but i will figure that out.
Crazy, PC is compiling for over 2 Hours now /both Cores at 100% and 100% Memory... It took me 5 Minutes to switch to the Mozilla Firefox!
I hope it will not go up in flames...
:paranoid: