New Project: Aty3dm5

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Some more thoughts:
  • I like the grate-work you added at the RG, in GL ceiling, and the ring-glass outer windows (lower floor), definitely adds some more structure here.
  • This is a very fundamental thing about floor textures. Using one texture is usually very boring. You have broken this up by adding steps / height variation. There is a style I first saw Hipshot use in his map Solar (my "edit" SolarAE expanded that slightly): The idea is to use other e.g. metal textures in a patchwork, to break the monotonous floor texture design, with almost random texture patching. Also gives the map a slightly worn and repaired look. I would very much like to see something along those lines all around the GL. The GL on its pad presently looks slightly lost in the room. Large textured floor areas elsewhere could use that bit of randomness in metal plating on the floor as well.
  • The RA "tube" is pretty narrow, so that a flat floor looks a bit off. You had the floor metal sides in the tube angled down at some point, and I pointed out that looked strange coming from the GL. I would suggest a angled down by only 4u so that the pad and the inner rectangular brush move 4u downward. A subtle effect to make the floor less flat. Clip the floor flat though.
  • I am still not much of a fan of those fog pits... mainly because I wonder what they are doing in front of the Haste TP and also near the YA. In both cases I always shrug back, fearing I might fall into a bottomless pit. Maybe you can think up something to motivate them better.
  • I am still hoping for a second small window on the outside wall of the RL stairs. Standing at the RL there are two metal plates on the right side of the TP on the wall, the right plate/area could be a window like further down the stairs, just to add a bit more happiness (bis "vista") up here.
  • About the Quad: IMO it would be good to motivate its floating there with some geometry. My first thought is to add a vertical "glass" tube, that draws on some energy from ceiling/floor putting the Quad inside (the cylinder obviously is no block). Anything, just to avoid the floating in midair would be good. You might need to rebuild the geometry behind the Quad, but I would see that as an opportunity to add a bit more interesting detail.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

I missed your post prior to your last. Yes I will clean up the file structure. I must have copied the extra sky files accidentally.
I didn't realize they were there.
I added some decals and some other items of interest. At present the decal textures are rather large and nearly doubled the size
of the map. I'm going to resize them and see if the quality stays the same. I spent quite a bit of time messing with the decals,
trying different textures and such. Most worked out some I canned. Still wip. Looking for more textures for decals. Mostly ones
that look like splats and smears.
Finished clipping for bots.
Added a readme file(not entirely done).

Edit: See latest post for new pk3.
Last edited by kaustic on Sun Apr 14, 2013 5:11 am, edited 1 time in total.
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Thoughts:
  • I like the decals, especially the dirt ones they certainly give the map a much more "used" look. I am not so much a fan of blood decals, though.
  • Your fog pits now have a poison warning sign decal. Interesting. Though the warning would actually suggest, at least to me, that you can fall into those pits. Hmm...
  • Love the 2nd window to the right of the RL on the outer wall. Makes this area so much less claustrophobic.
  • New window on PG outer wall is also great. Now I actually would love to have another such window one floor up at the SG out wall... maybe two small ones left and right on the outer wall instead of another large one. Or a wide one, but as a stripe, wide but not very heigh on eye-level.
  • The platform for the Quad is adequate. I was wondering if the left/right edges looking directly at the Quad of the platform might not actually merit a few steps. Though actually having to jump to get at the Quad might be a good enforced gameplay element, not sure here.
  • An idea to potentially play with: Add common\cushion shader to cushion the fall in a few specific areas. At least for the pit at the Haste TP that would have a bit of use. For the YA pit it obviously would not. This occurred to me since a lot of upper level to lower level jumping happens in the map, so *not* taking damage in certain areas might add a tactical element. Just a thought though...
  • The new PG window sports double-light-shader stripes on both sides of the window. IMO it would be better to replace those with some metal texture. Lamps directly framing a large window do not really make much sense, IMO.
  • Hope you can pretty up the RA tube somewhat, see previous post.
If you need more decals for rust and the like, look into my map AEdm7 on lvlworld, I used/borrowed quite a few of those and they worked nicely. Feel free to use them. When you do please look into AEdm7's readme file, to properly credit the original creators of those textures, IIRC most were not mine.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

Cant believe I missed those lights by the window. I was so busy with the decals it didn't occur to me at the time.
Then yesterday when I changed the file structure for the sky then reapplied the texture and ran a compile to check
it I had HOM on all of my sky textures. I didn't have time to mess with it last night (had to go to work). Figured it
out this morning though. Made an error in the shader ,was aty3dm5/sb_iceflow/iceflow- - . Should have been
textures/aty3dm5/sb_iceflow/iceflow- - :tard: . Working on an idea for the passages to/from GL area. I seen
in your readme for aedm7 the address for sound files. I've been looking for some but not finding anything yet.
(Already had aedm7).
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Yeah the sound files were nice too... they added a bit extra to the map and were custom... i.e. new to most gamers.

I always do this in my maps, so it only now occurred to me: Adding sound to the map would be a good thing, I normally add wind in "exposed" places, e.g. near the corner of glass windows, playing the sound entity outside the window. In your map's case the glass ring JP windows would be a "convincing case". Maybe you can find some subtle creaking sound, e.g. the tubes outside that window creak in the wind slightly. But you may come up with much cooler ideas for sounds.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

This doesn't have anything to do with my map . Its a screenshot I took over 10 years ago. Me and a friend were trying out
some new skins. I think you will recognize the background (AEon).
http://www.flickr.com/photos/kaustic/86 ... /lightbox/
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Hehe... AEsculpt... I liked the idea of the Brasilia architecture, and my implementation was, IMO, interesting and OK... as a DM map I liked the map less. But the map does have a slight nostalgia to it, and it is still unique in design, AFAICT.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

Nope ,Look again and think lots of lava and patches. Also this http://www.flickr.com/photos/kaustic/86 ... hotostream
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Sigh... not knowing and confusing the map names of my own maps... AEarcs...
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

Not to worry ,I live in the state of confusion .Yourself, dONKEY, Charon, Lunaran, just to name a few are why I decided to
try my hand at mapping. I never expected to do mapping on that level and there is quite a lot I still don't understand.
For as long as I've been doing it you would think I'd be more proficient at it. That's like when Bill Brooks website went down
(WE Make Maps) I was like ,Dame there goes all them tutorials and models. I have webhosting I use for file storage. It came
with a free domain registration for a website that I haven't used. I would let him use it but have no idea how to get in touch
with him.
kaustic
Posts: 184
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Re: New Project: Aty3dm5

Post by kaustic »

Latest Changes/additions
-Added more decals. I believe I'm finished with them but you never know :) .
-Added more windows
- Placed a few cushion clips
-Angled the floor ever so slightly downward in the RA passage.
-Change the file directory for the sky texture so as to not have conflicts with other maps

Things to do- Find sound files that will enhance the maps ambiance. There is one sound that I am looking for that seems
to be hard to find. What I'm looking for is the sound of ice cracking. Not just any old crack but when the
ice on a large lake expands and cracks is the sound I'm in search of. I have found some but they were
recorded under water and it doesn't sound the same. Very cool recording but not what I am looking for.

Edit: see below for an update.
Last edited by kaustic on Sun Apr 14, 2013 10:09 pm, edited 1 time in total.
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Thoughts:
  • Just to be clear, when using the cushion shader it should be made clear visually that if you jump into them that you will not take a health hit. Just plastering the lower floors with the shader should be avoided. Thus the reason I suggested the fog pit as a visual marker. And normally you will "want" to give the player a penalty for jumping down, but reward the skilled player who goes out of his/her way to avoid such damage. I should have made that clearer.

    In your case your gritty marks on the floor (decals) might be moved slightly (e.g. on the lower floor near the Haste TP, actually near the lowest steps), one or two on the the GL JP floor, and one near the central JP under the Quad (the present one moved slightly closer to the steps should do). And then restrict to cushion to those gritty decals. In other words... jump into grit to save health :). The one already on the fog pit should be fine though.

    IIRC bots actually make use of this cushion shader to jump down, when it used to be too dangerous from their AI's point of view to do so. This could increase the bots vertical action.
  • I like you new levelshot a lot more more. Note the spelling: "Europa Sation" (you meant "Station" right?). Some nitpicking: I would use "by Kaustic" instead of "By Kaustic", and maybe make the "Europa Station" text bold to slightly emphasise it more or 20-30% larger. I am not completely happy with the font (looks slightly flimsy), you might try using the font id used for Quake 3... "Impact"... I tested this but was not completely happy either. Just a thought.
  • Remember to convert the aty3dm5.tga levelshot to JPG (60% Quality should be enough), to massively reduce file size. The present 5 MB+ file needlessly bloats the pk3's file size. (Side info: The tga gets compressed to about 3 MB, but the JPG will be around 450 KB).
  • I like the new window on the upper floor above the PG (i.e. next to the SG). You might consider removing the topmost step (from 4 steps to 3) to avoid having the topmost step being on the exact same level as the bottom edge of the window glass. It looks a bit strange to walk up the steps and then have glass start right at your feet when picking up ammo. (Again nitpicking).
  • Running about I still felt a decal under the GL and under the RA could help make those areas look more gritty. And also one on the large area around the GL JP (should you follow the above idea of grit = cushion there would then ready be at least one here already).
  • The slight angling under the RA certainly is an improvement. I like the subtle angling.
About the sound, maybe searching for "icebreaker", e.g. a ship breaking ice could help. The for creaking anyway is great, and the sounds could then be pleased outside all (or most) of the windows.

Update: Played against the bots on Hardcore... that was a lot of fun, so the map really is working well. They go for the Quad and the ensuing mayhem is hilarious.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

I was thinking(as smoke pours from his head).Being that the decal textures don't have an Alpha Channel I could convert
them to .jpg format to reduce the pk3 even more. At present all of the decals are .tga and even though I have reduced
there size by 50% they are still fairly large.
The last thing I did last night before packing up the file for uploading was the screenshot. Yes its supposed to be "station".
The Font is Copperplate Gothic. The original Quake Font. I've tried a few different fonts so far. I have quite a few so I'll try
out some more and see how they look.
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Interesting... you are right about the decals. Just checked in AEdm7 and found out my decals are actually all JPGs... apparently you only need alpha for special cases.

Ever since I have 1.6MB/s download speed, I no longer care much about file size. But it probably still is a good idea to keep it low if that does not compromise quality too much.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

Ok made a few changes as suggested.
-added a few more decals
-did a little work to the windows by the SG on upper level
-made the cushion clips smaller and only in certain locations
-updated the readme to include a story line
-level shot is now like original Q3A level shots (no text on pic).I think I like it
better that way. The map name shows up in the skirmish menu like it should.
(I've used uie12 for many years now cause its way better than the original ui
but I still checked it without uie12 in my baseq3).
-converted all the decals to .jpg format .

Edit: Big question. Is there a limit to the bitrate a wav file can be for q3? I downloaded a .wav
put it in the sound folder ,started radiant, loaded my map, r clicked in the 2d window ,selected target then
target speaker, hit n then selected the sound file as usual, set it to loop ,deselect then save and compile
launch q3a ,load my map and no sound or should I say the default cant find the wav file sound.
Is there also a limit to the size of the file? As far as I knew q3 don't care about the file size of a wav .

Edit: Found in another topic where Obsidian made mention that ambient sounds are mono with an
unspecified bitrate. the file I have is stereo and has a bit rate of 1411 kbps. I'm going to see if I can
make this file mono.

Edit: Ok ,I used Audacity to convert the file to Mono then I compiled the map ,lo and behold it works
fine. I have to thank Obsidian for reminding me in another post to use the search function of the
Forum. I actually use it quite often lately :up: .

Edit: pk3 has been updated and now has the sound file. File size is 10.5 mb .

I would also like to add ,It would be nice to actually play test this map with actual people. So if anyone knows a server
I could put it up on and get some people to play it ,it would be great.
Last edited by kaustic on Tue Apr 23, 2013 3:50 am, edited 1 time in total.
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Interesting sound... vaguely ominous.

Thoughts:
  • I still hope you will be able to find the cracking ice sound.
  • You might want to add the default TP sound all the id maps have to your TPs. IIRC, the example .map file id provided, that come with GTKradiant, let you copy paste the appropriate entity and sound. Or you could be experimental and find a new sound you like.
  • The JPs might also make a sound.
  • Some of the flashing shaders on the walls as well might emit sounds (e.g. wall near central JP).
  • And maybe think about wind sound at the windows and/or glass ceiling.
Alas use of sounds is extremely limited, IIRC you cannot control volume. So to get a quieter sound you either place it further out of the map (not into the void though!) or need to make it quieter in some sound editing tool.

The cushions are nifty now work well together with the decals. SG is better.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

AEon do you not hear the sounds when you use the teleporters or the jump pads? Because I hear them when I use them.
AEon
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Re: New Project: Aty3dm5

Post by AEon »

kaustic wrote:AEon do you not hear the sounds when you use the teleporters or the jump pads? Because I hear them when I use them.
I don't mean the teleportation sound, that works, but the humming sound you hear when you get close to a id teleporter. These seem to have been added in Q3A to make it easier to locate TPs.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

I have the Q3dm7 sample map. I could find no entities anywhere that point to the sounds your describing.
although I did find out that you can set a message in the worldspawn for the players entering the level,
which I did not know.
AEon
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Re: New Project: Aty3dm5

Post by AEon »

Try q3dm17... then move one of the two teleports. A sound entity is hidden "in" the teleport IIRC.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

I had to look for q3dm17 because I didn't have it in my map folder. I keep backups on a separate drive and I couldn't remember
which folder I put it in. I did a remake of dm17 and didn't remember that target speaker being there. Probably because I deleted
the teleporters and all the entities associated with them. Thanks for the info.
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CZghost
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Re: New Project: Aty3dm5

Post by CZghost »

I never knew there was a sound indicating there's a teleporter or jumppad... Never heard them...
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AEon
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Re: New Project: Aty3dm5

Post by AEon »

JPs don't have a sound attached... they make a sound when you use them.
kaustic
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Re: New Project: Aty3dm5

Post by kaustic »

Well I'm not having any luck finding sound files that I can use. I've downloaded a couple.
one is a 32bit float .wav and the other is an mp3. Both of which I've tried to convert into
Mono 16bit PCM .wav . It will make them a mono 32bit float wav which apparently wont
work with q3. Both of those are wind sounds. As for the Ice ,no luck finding what I wanted.
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CZghost
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Re: New Project: Aty3dm5

Post by CZghost »

@kaustic:
Use some sound editing software, like Audacity (freeware) to convert sounds to wav 16bit PCM mono...
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