Inf_dm1 Alpha

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Inf_dm1 Alpha

Post by AEon »

After testing the map some more I started to wonder why the bots so rarely take the upper level paths, i.e. starting at the top end of the bridge all the way around, right to the LG.

Because there is almost nothing up here. Except the LG and 2x25 at the 2nd TP. Some health, ammo, and maybe a powerup (e.g. a MH), on the upper paths would motivate the bots to roam more.

The PS next to the 2nd TP is problematic. The bots respawn and immediacy leave the PG room via TP, abandoning that arena.
Infernis
Posts: 611
Joined: Thu Feb 17, 2005 12:00 pm

Re: Inf_dm1 Alpha

Post by Infernis »

That I didn't notice. Suggestions will be implented in a new version.

Thanks!
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Inf_dm1 Alpha

Post by AEon »

OK, cannot bear to see you guys have all the fun :toothy:, starting a template based map for fun as well. I will very carefully try to avoid copying anything you or fKd created.

On the interesting side I started to create new template textures. E.g. a new fully functional AP shader/texture based on the id designs and also recreated an orange/black fan. I'll look into other designs and try to create a template version for them too.

If you are then interested you'd be welcome to use them in your own map. Here the very first textures:
  • Image Image
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Inf_dm1 Alpha

Post by Pat Howard »

Looks good, AEon, they fit nicely. A teleport shader would be useful too, and maybe some item markers? I'm gonna start pumping out some alphas as well soon now that Q is basically done. Probably won't use these textures though. They're nice but it gets confusing with every map looking the same.

Infernis, I just played a game in this map. Sadly I can't give you that much info. I'm already testing all the other alphas right now. I will say one thing though: The biggest thing I noticed is that the grenade launcher is insanely powerful in this map. With bots the way they are now, there are very few instances where it's even worth it to switch to a different weapon. I can't imagine how it would be with more than three players. Anyway, I'd think about that. You could add some gutters along the perimeter of the floors to catch a few strays, or open some hallways up a little more.

-pat
Infernis
Posts: 611
Joined: Thu Feb 17, 2005 12:00 pm

Re: Inf_dm1 Alpha

Post by Infernis »

@AEon:

Looking nice! Really handy to have as well :)

You can copy whatever you want as far as I'm concerned.


@Pat:

I'm glad you pointed this out to me. The GL is indeed too powerfull in this map. The gutter idea is nice. I could add those to the 2 atriums and the RA room. That should minimize it's overall effectiveness.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Inf_dm1 Alpha

Post by AEon »

Sofar did some 16 textures... if you have a wish for a specific one, provide a list of texture names, and I'll look into those.

As a preview... (should create a new thread for these):
  • [lvlshot]http://aemap.hugelaser.com/misc/temp_ae_textures.png[/lvlshot]
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: Inf_dm1 Alpha

Post by fKd »

i'd take whatever textures you have made for temp01 :D
Infernis
Posts: 611
Joined: Thu Feb 17, 2005 12:00 pm

Re: Inf_dm1 Alpha

Post by Infernis »

I second that.

Not that I mind though, but I would create a seperate thread for the textures to get them more exposure.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Inf_dm1 Alpha

Post by AEon »

Now I remember... that was the time I actually "created" textures of sorts. Looking forward to more work on this map.
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