Slowly but surely... (ODQ3DM6)

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[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

It's a long time since I played that map, so this may be the same in the Q3 version, but your bounce pads do seemto launch the player a long way above the resting platform.

Anyway, I did notice one actual little fault (at least, I think it is), and that was being able to stand on the wall below the railgun.

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o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Hmm... Ill look into that.

The jump pads are supposed to launch you higher, they did that in the original. I can look into the height no problem.
o'dium
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Post by o'dium »

Wooooaaaaaaaaaaa.. Wait a god damn fucking second....

I think I managed to get vis working...
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Survivor
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Post by Survivor »

o'dium wrote:Wooooaaaaaaaaaaa.. Wait a god damn fucking second....

I think I managed to get vis working...
What is your sudden revelation?
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Survivor wrote:
o'dium wrote:Wooooaaaaaaaaaaa.. Wait a god damn fucking second....

I think I managed to get vis working...
What is your sudden revelation?
Well, I can only do it in a few spots... But that REALLY helps, I mean stuck at 60 all the time. With good vising this should be fine.

Well, I had been led to believe that vis only needs one side visible on the brush. The others can be caulked. Id been doing that with problems, obviously. So i made the whole brush just vis, thought i would give it a try, and it worked... Strange how stock Q4 maps onyl have one side with vis and the rest of the brush caulked, and those work...

Anyways, the only problem i have is actually adding the damn things to the right places... I gave it a quick try, but some places just dont work, or only half work, heh.

I think ill still wait for some advice by people that know what they are doing :p
[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

o'dium wrote:Well, I had been led to believe that vis only needs one side visible on the brush. The others can be caulked. Id been doing that with problems, obviously. So i made the whole brush just vis, thought i would give it a try, and it worked... Strange how stock Q4 maps onyl have one side with vis and the rest of the brush caulked, and those work...
I use "nodraw" for the brush, then "vis_portal" for one face. You need to absolutely make sure that the brush entirely fills the gap. Have you tried walking around your map with "r_showtris 3" and "r_showportals 1"? The first will show all the triangles that the engine thinks it can "see" from your current location, and the latter will (I think) show all your visportals. Red = closed, green = open.

Also, if a portal doesn't show up green or red where you think you placed one, it's probably because it didn't completely seal off the area. At least, that's what I found.

Sorry if you know that and I'm sounding patronising. =)
PhantomLORD
Posts: 13
Joined: Wed Oct 26, 2005 8:02 am

Post by PhantomLORD »

Texture corruption, when you came from armor shards area and enter area with lightning gun and look in the way where colums are. And textures around doors are not integrated with neighbour textures.
(sorry if maybe you know about that)

Strafe jumping through doorsways is OK. Rocket jump from bridge to rail and back is OK.
Maybe to do is on railgun jumppad to not stuck in wall/doorway, but and in Q3 is same.
Jumping on stairs you can, OK its great (in other q4maps you can´t) i dont know but you stuck in ceilings when you do that (red armor to bridge), but thats not your problem, is Raven and Id´s, we will see what patch will bring us.

How to get original item placement, or this is not done yet.
Great job o´dium for map and for listening community :) keep going
MidnightQ4
Posts: 520
Joined: Tue Oct 18, 2005 7:59 pm

Post by MidnightQ4 »

Those curved walls look tits! Nice!

Perhaps a quick summary of what you learned when you are all done would be really helpful to others who might take a stab at making a map. A lot of times it's those annoying hurdles (vis anyone :drool: ) that cause ppl to give up too soon. I'm sure any helpful hints would encourage ppl to get more maps out there.
str3nd
Posts: 9
Joined: Sat Nov 05, 2005 5:12 pm

GJ so far! Afew small probs

Post by str3nd »

You can jump from the rail area to this light fixture, then jump up to the bridge. Donno if this is a BAD thing, but hey.

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Jump pad area seems too small

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Nades bounce over these grills, should fall through right?

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These pipes look cool, but they get in the way of RJing to/from rail bridge to armor bridge

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I really like the looks of this, but it gets in the way of air rocks. I really can't think of a way to keep the looks and give the area more airspace...

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BBQ grill and dirt? :confused:

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Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

o'dium wrote:Yeah, i see. Its jsut weird then that Q4DM1 has 2 maps ONLY for item changes, and not for geometry changes...? Unless I'm beign retarded and cant see the difference?
They've sealed off a huge area? Also removed some teles and jumppads.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Fjoggs wrote:
o'dium wrote:Yeah, i see. Its jsut weird then that Q4DM1 has 2 maps ONLY for item changes, and not for geometry changes...? Unless I'm beign retarded and cant see the difference?
They've sealed off a huge area? Also removed some teles and jumppads.
Ahhhhhhhhhhhhhhhhhhhhhh.......
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Eh?

/pokes sarcasm meter, but gives off weird results
xchaser
Posts: 280
Joined: Sat Dec 04, 1999 8:00 am

Post by xchaser »

o'dium they posted your map here: http://www.q4euro.com/comments.php?blogid=3&eid=144

check out the comments. pls don't get mad the map is looking good.
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-3de-
Posts: 21
Joined: Sat Oct 29, 2005 9:04 pm

Post by -3de- »

I downloaded from the link above. Runs much better than the first one. The arches seem much better height wise..
Also noticed this. Sorry if already posted but i havent seen it in this thread..
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Tormentius
Posts: 4108
Joined: Sat Dec 14, 2002 8:00 am

Post by Tormentius »

Nice addition O'dium :olo: :icon14:
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Notice anything else, maybe by the GL? ;)

Also anybody that moans about performance on a BETA un-vised map is rally wrong in the head or something, heh.
Bdw3
Posts: 3348
Joined: Sun Mar 12, 2000 8:00 am

Post by Bdw3 »

hahaha I see it, a shameless plug. :olo: :icon14:

The map is great. My only beef is that feeling like I'm running around a kid's playground because of the size differece. But it be better off this way. :shrug:
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Size was exactly the same before, but the damn doorways are to short for the physics so they had to be changed :(
DRuM
Posts: 6841
Joined: Mon Oct 28, 2002 8:00 am

Post by DRuM »

Lol, nice touch there odium.
Well I started walking around the map and it looks very impressive, good work. :icon14:
Because my framerate on it is around 7fps on average I turned on net_allowcheats 1. Any idea what r_singlelight number would work? All numbers I tried above -1 made it pitch black but the framerate shot up. I only want to feel what the physics are like with a good fps on the map.
Last edited by DRuM on Tue Nov 08, 2005 11:17 pm, edited 1 time in total.
Bdw3
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Joined: Sun Mar 12, 2000 8:00 am

Post by Bdw3 »

I know you used the exact scale... The models are physically larger than in Q3, so the map seems smaller. :shrug:

IE if you had a scale remake of q4dm1 for Q3 it would seem huge when compared to playing it in Q4 because of Q3's smaller model size.
Mikedie
Posts: 10
Joined: Mon Oct 31, 2005 11:28 pm

Post by Mikedie »

the doors are a little to tight.
compare by yourself:

Q3 original:
http://galeon.com/mikemikedie/q31.jpg

Q4 remake:
http://galeon.com/mikemikedie/q41.jpg
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

The doorways are fine... If i change them anymore, the whole map goes to pot, get it?

Whats wrong with you, dont you read mikedie? The doorways used to be exactly the same scale, but the player jumps higher so they were made higher.

Oh forget it, i give up with this, let somebody else do it. You wont get a remake thats exactly the same without problems that i ran into like scale...
Bdw3
Posts: 3348
Joined: Sun Mar 12, 2000 8:00 am

Post by Bdw3 »

My bad, didn't mean to give any feedback. Sorry if you viewed it in that mannor. :icon14:

I was just expressing my thoughts, that's all....

When compaired there is a sports car like feel to driving the Q3 marine around DM6, while in its current form there is a SUV like feel of driving the Q4 marine around DM6. That's all. :shrug:

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Again, I think it will be just fine as is. It will just take a little getting used to. :)

*one more edit just for fun
Last edited by Bdw3 on Tue Nov 08, 2005 11:36 pm, edited 4 times in total.
Mikedie
Posts: 10
Joined: Mon Oct 31, 2005 11:28 pm

Post by Mikedie »

o'dium wrote:
Whats wrong with you, dont you read mikedie? The doorways used to be exactly the same scale, but the player jumps higher so they were made higher.
the high isn´t the problem but width.
when 2 (or more) players try to walk/strafe through the door and they stuck/block eachother than you know whats "wrong" with me O_o
but ok its your creation.
Denz
Posts: 2587
Joined: Thu Aug 17, 2000 7:00 am

Post by Denz »

Hey Odium, you've come this far, don't give up now!. I would like to see it again and perhaps on the server so we can all play on it. Keep up the good work I think it's totally awsome!!!
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