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Re: Map on the Edge of Forever

Posted: Fri Mar 12, 2010 8:57 am
by AEon
obsidian,
very cool... it's almost like looking at the old id shots, comparing them with the final game. Lots of details have been very much improved. And the screenshots make it very interesting. Will read it more closely later. Thanks.

Re: Map on the Edge of Forever

Posted: Fri Mar 12, 2010 11:58 am
by Anthem
Actually, you may be able to add the defrag timers to the first teleport trigger in the first room and the trigger at the end (near the To be continued...). They just need to be linked to a trigger, but maybe it still won't work... hmm...

Re: Map on the Edge of Forever

Posted: Fri Mar 12, 2010 7:49 pm
by ^Ghost
no
u cant link a trigger_teleport to a start timer. it'd need a separate trigger_multpile key

from my experience
its like linking trigger_push to a stop timer. timer wont stop ull just get pushed back/forward

Re: Map on the Edge of Forever

Posted: Fri Mar 12, 2010 7:59 pm
by Anthem
^Ghost wrote:no
u cant link a trigger_teleport to a start timer. it'd need a separate trigger_multpile key

from my experience
its like linking trigger_push to a stop timer. timer wont stop ull just get pushed back/forward

Ah, okay. I am a bit rusty from many aspects of mapping, please forgive my ignorance. ;)

Re: Map on the Edge of Forever

Posted: Fri Mar 12, 2010 9:51 pm
by sock
[lvlshot]http://www.simonoc.com/images/design/ma ... ta_all.jpg[/lvlshot]

This is mostly for AEon as he seems to be interested in the old beta stuff. I have uploaded all the old beta zip files to my website and quickly put together a web page for it with download links and a quick paragraph on the major changes in each beta. (Obsidian's link is about beta 4)

Webby: http://www.simonoc.com/pages/design/map ... f_beta.htm

@Anthem, I double checked the source map and it is possible to setup the defrag triggers because the start of the map has a trigger and the final 'to be continued' is an area trigger. Just you or ghost need to tweak it and recompile the map.

Re: Map on the Edge of Forever

Posted: Fri Mar 12, 2010 10:58 pm
by Anthem
I will look into it. I was trying with it earlier without any avail. If I can manage to get it to work I will PM you.

(Ghost, feel free to try too. You seem to be more experienced with defrag mapping that I am, so you may be able to get it to work).

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 12:34 am
by ^Ghost
lol radiant crashes on me every time its done loading.

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 4:35 pm
by sock
[lvlshot]http://www.simonoc.com/files/maps/q3/tn ... final2.jpg[/lvlshot]

What is it, Version 2!!! (The defrag release)

* Added defrag timer triggers to map. Start - first set of pillars in Guardian chamber, Finish - 'to be continued message'. @Anthem, ^Ghost, Please could you test this?
* Changed texture on secret buttons (Painted red to stand out more)
* Changed light behind switches to blue. (Should be more obvious)
* Fixed the broken fog brushwork on the front of the portal model!
* Fixed overlapping brush in puzzle room 5. (top beams)
* Fixed texture on 45 degree light fixture in puzzle room 5.
* Fixed light leak on puzzle room 5 wall. It looked like a secret wall panel.
* Changed all the light map density values for puzzle room 5.
* Fixed wood colour errors on electric generators.
* Removed light switch on shortcut between lift 2 and teleporter.
* Removed light switch on generator in lift shaft 1.
* Added broken second switch panel to top of lift shaft 2. (Hint to player to look for the button instead)
* Broke wood beams on portcullis leading to orrery. (Should be able to spot the button easier)
* The lights behind switches in the first room switch off quicker so players notices difference
* Changed most text messages to be less confusing about subject.
* Re-recorded a new demo showing complete walkthrough again.
* Re-arranged the order of the skull-o-meter to hint at locations better.

The list above is mostly cosmetic stuff, but I got the impression Anthem, ^Ghost wanted to play this map with the defrag mod, so here it is plus some other stuff as well! :p

New Linky : http://www.simonoc.com/files/maps/q3/moteof_final2.zip (49.1Mb)

Once I get a 'yes ok' from Anthem, ^Ghost on the defrag setup working I will replace the main link on my site as well. This pk3 file will work fine with the previous pk3 file.

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 6:07 pm
by Anthem
Sigh... The defrag triggers work perfectly, but if someone '/kill's or he or she is sent back to the beginning from the teleporter, the timer resets. :/ I guess we should have thought about that before hand. This could be fixed if some how the start trigger was changed to the first room (two switches to open the first doors) instead of after spawning. Although it is more ideal to have it done after spawning, it is impossible to keep your time if you use the teleporter at the end.

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 6:28 pm
by ^Ghost
starting from the pk3. you'd want to make a .defi file, defrag maps dont use .arena files.. layout would like something like this

Code: Select all

{
map		"minions-run13"
longname	"RuN FoR YeR Lif3"
author		"ghost"
vq3		"1"
cpm		"1"
style		"run"
}
im not sure if u added checkpoints (target_checkpoint) because i had cheats on, but this is a important in defrag, it might be difficult placing them in a map like this, but since it is your map you would understand it easier. you would place a checkpoint after finishing a new area or just entering a new area.
Sigh... The defrag triggers work perfectly, but if someone '/kill's or he or she is sent back to the beginning from the teleporter, the timer resets. :/ I guess we should have thought about that before hand
im not quite sure what u mean, i tested it with cheats on (since i cant finish the map :D) and it plays fine.

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 6:32 pm
by Anthem
^Ghost wrote:but starting from the pk3. you'd want to make a .defi file, defrag maps dont use .arena files.. layout would like something like this

Code: Select all

{
map		"minions-run13"
longname	"RuN FoR YeR Lif3"
author		"ghost"
vq3		"1"
cpm		"1"
style		"run"
}
im not sure if u added checkpoints (target_checkpoint / because i had cheats on) but this is a important in defrag, it might be difficult placing them in a map like this, but since it is your map you would understand it easier. you would place a checkpoint after finishing a new area or just entering a new area.
Sigh... The defrag triggers work perfectly, but if someone '/kill's or he or she is sent back to the beginning from the teleporter, the timer resets. :/ I guess we should have thought about that before hand
im not quite sure what u mean, i tested it with cheats on (since i cant finish the map :D) and it plays fine.
The triggers work, but at the end of the map there is a teleporter that takes you back to the beginning spawn (where the start_timer trigger is), which resets the timer. Also, if someone /kills he or she is able to start the timer over even with all the skulls found. Obviously this will just be used for players to time themselves, but it relinquishes the ability of this map to have mdd records or anything of that nature.

Actually, another, much simpler fix for this would be simply to move the teleport target of that teleport at the end of the map forward a bit (past the start_timer entity) so it is less obtrusive. Besides, it's not like we will actually consider the fastest time to be someone who abused the start_timer location.

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 7:32 pm
by ^Ghost
Actually, another, much simpler fix for this would be simply to move the teleport target of that teleport at the end of the map forward a bit (past the start_timer entity) so it is less obtrusive. Besides, it's not like we will actually consider the fastest time to be someone who abused the start_timer location.
in doing so add a one-sided player clip (simple patch mesh) right after start trigger to avoid any of this, make the start timer have a wait of -1 (/kill to reset time)

and as u can guess sock, time reset is a problem in defrag and gets taken advantage of in any way possible

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 7:35 pm
by sock
@^Ghost, Ok will create a defi file and include with the pk3 file. There is no more triggers left for a checkpoint, so it will difficult. Plus 2 parts of the map are random each time so it will be a tricky challenge to get right anyway.

The v2 zip file has been taken down, while I compile another version with the correct defi file and the teleporter spawn infront of the timer trigger (thanks Anthem for the idea)

brb :)

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 7:48 pm
by AEon
Sock,
thanks for the "quick screenshot page"... I played beta 4 and 6... it was quite interesting to see how some of the layout changed. I liked the idea of the "spike puzzle" that let you jump down to the lower level of the map... first time I actually missed turning on the generator.

From the shots and in-map, it is clear how much nicer the map turned out after you started to add all the detail, especially the books and shelves. It makes you appreciate the final map all the more seeing such improvements, e.g. using the yellow shaders for the final puzzle.

It really makes me wish the entity limit had been 512... just to let you add more puzzles, or make them just a bit more complex.

Anyway, again thanks for providing this awesome experience.

Interesting to read obsidians feedback, after playing the early versions. Quite a few of his comments, were things I had noted as well... and good that these were improved on.

Re: Map on the Edge of Forever

Posted: Sat Mar 13, 2010 11:40 pm
by sock
Actually, another, much simpler fix for this would be simply to move the teleport target of that teleport at the end of the map forward a bit (past the start_timer entity) so it is less obtrusive. Besides, it's not like we will actually consider the fastest time to be someone who abused the start_timer location.
Zippy File : http://www.simonoc.com/files/maps/q3/moteof_final2.zip

Ok I have done above and updated the zip with the defi file as well. Let me know how it works. I also don't expect people to take this serious as a defrag map, it is just setup for fun.

@AEon, I am glad the link+page was useful to you. It was a crazy long project and I have a lot of memories looking back at those beta maps.

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 12:47 am
by Anthem
sock wrote:
Actually, another, much simpler fix for this would be simply to move the teleport target of that teleport at the end of the map forward a bit (past the start_timer entity) so it is less obtrusive. Besides, it's not like we will actually consider the fastest time to be someone who abused the start_timer location.
Zippy File : http://www.simonoc.com/files/maps/q3/moteof_final2.zip

Ok I have done above and updated the zip with the defi file as well. Let me know how it works. I also don't expect people to take this serious as a defrag map, it is just setup for fun.

@AEon, I am glad the link+page was useful to you. It was a crazy long project and I have a lot of memories looking back at those beta maps.
Lovely job. Works smoothly.

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 9:15 am
by Silicone_Milk
Damn that was tricky. Completed in about an hour I believe. Uploading demo.

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 9:24 am
by Silicone_Milk
I can't find the demo file. I can run it in IOQuake3 but I can't find the physical file anywhere...

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 11:33 am
by sock
Silicone_Milk wrote:I can't find the demo file. I can run it in IOQuake3 but I can't find the physical file anywhere...
It is buried under your user profile directory, do a search for _dm68 files and you should find it.

@Anthem, Thanks I will change the download link on my website to match this new version. I don't expect many people to download the map again but it should help out the new people that stumble across my site.

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 11:51 am
by Silicone_Milk
you're the man Sock.
"C:\documents and settings\%user_profile%\Application Data\Quake3" on Windows XP for anybody else wondering as well... (replace %user_profile% with the account name ioquake3 is installed on).

https://docs.google.com/leaf?id=0B2aVQ0 ... MWY2&hl=en

demo names are silicone_run and second_silicone_run. Both were recorded back to back.

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 12:06 pm
by sock
@Silicone_Milk, can you email (email address on my website) those demo files? I cannot download them from that link you supplied. I keep getting : 'Sorry, the page (or document) you have requested is not available.'

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 12:23 pm
by Silicone_Milk
I didn't have it public that's why. Whoops. Should be fine now

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 3:11 pm
by sock
@Silicone_Milk, thanks for the demo's they were awesome to watch :) It was interesting when you found the orrery button, I assumed you liked the location? There were countless times I found myself shouting ... 'Its behind you!' :p I thought some of the skull locations were cool and sneaky.

Re: Map on the Edge of Forever

Posted: Sun Mar 14, 2010 7:31 pm
by Silicone_Milk
sock, don't be thanking me! This map is the most incredible thing I've seen done with the idtech3 engine.

That orrery button seemed so obvious after I found it. I thought that room was the end goal and was trying to unlock it the whole time :P Watching the demo, I saw it multiple times going "man it was right there!"

Re: Map on the Edge of Forever

Posted: Mon Mar 15, 2010 12:36 am
by Anthem
I've played this map about 20 times.