[FINAL] Derwyll's Castle 2 - MANY THANKS
Re: [FINAL TESTING] Derwyll's Castle 2
Hope you don't finalize it just yet. I have it downloaded but it'll be a few days before I find the time to run it as promised (Monday?).
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Re: [FINAL TESTING] Derwyll's Castle 2
No, I'm going to wait until more than four useres will respond. Take so much time, as you need. But next week I want to finalize it. So it is ok, no stress 

Re: [FINAL TESTING] Derwyll's Castle 2
I took a quick run today with it, and I must say I'm imressed! I remember first versions, and the current one looks way better, good job! I like some structures you have there, and generally whole the design. Also nice textures
. I didn't playtest it properly yet, so I won't comment on that. I'll try to play it later and provide the feedback. What Ican say now, it's you have some missing textures and shaders there :P. I'll write it all up later, if somebody won't do that before me.

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Re: [FINAL TESTING] Derwyll's Castle 2
Ok, you did it. You finally killed sock's POM as my #1 favourite map, well done!
Thanks for including so much elements I proposed in my feedbacks, makes me kinda proud to have contributed to such a masterpiece (as said, I like my Q3 maps big and atmospheric
).
As far as I can tell you at the moment, this map is near to perfect, but I still have to test it out with bots and still find the other two secrets. Spent much more than an hour exploring your environments alone again just to have no bot disturb me.
For now, only one thing: there's an "e" missing in "th eye of evil".
Don't know if you wanna changed that, but: the czech message behind the middle portal, don't you want to change that to english (would be helpful if it points to a secret, I didn't look up its meaning yet
)?
As for the missing textures and shaders ShadoW_86 mentioned: Couldn't see any, it's probably that infamous mapmedia-pack once again?

Thanks for including so much elements I proposed in my feedbacks, makes me kinda proud to have contributed to such a masterpiece (as said, I like my Q3 maps big and atmospheric

As far as I can tell you at the moment, this map is near to perfect, but I still have to test it out with bots and still find the other two secrets. Spent much more than an hour exploring your environments alone again just to have no bot disturb me.
For now, only one thing: there's an "e" missing in "th eye of evil".
Don't know if you wanna changed that, but: the czech message behind the middle portal, don't you want to change that to english (would be helpful if it points to a secret, I didn't look up its meaning yet

As for the missing textures and shaders ShadoW_86 mentioned: Couldn't see any, it's probably that infamous mapmedia-pack once again?
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: [FINAL TESTING] Derwyll's Castle 2
Wow, this looks almost like a completely different map from the previous versions, I'm impressed with the changes. I love the details and the TA warp portals but much cooler in terms of effects. Sauron's eye is amazing. The broken cathedral structure outside is cool too. I like the new layout, it's much more CTF-like now and makes for some much better gameplay.
I feel that the flag rooms can do with a bit more lighting, it's still a tad dark in comparison to the rest of the map since it is indoors. For future reference, if you ever make another terrain map, you might want to pay a little more attention to keeping the floor relatively level with more gradual height changes - the rough ground makes it hard to shoot reliably at a target, and can lead to player bouncing and lack of control.
Anyway, great map!
I feel that the flag rooms can do with a bit more lighting, it's still a tad dark in comparison to the rest of the map since it is indoors. For future reference, if you ever make another terrain map, you might want to pay a little more attention to keeping the floor relatively level with more gradual height changes - the rough ground makes it hard to shoot reliably at a target, and can lead to player bouncing and lack of control.
Anyway, great map!
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Re: [FINAL TESTING] Derwyll's Castle 2
This looks epic. I'll have to check it out asap.
Re: [FINAL TESTING] Derwyll's Castle 2
Thanks guys! I'm so happy for your positive reviews... 
Monaster - Don't try to find other two secrets. This secrets is too hard to find. I must add some help. And czech message is not help, it means in english: "They walk between us, they are darkness between stars..."
Obsidian - yes, darkness in the tower is problem I'm trying to solve for a long time. I put a look on it. And in next terrain map (oh no!) I will be more careful about terrain surfaces.
I'm still waiting for your beautiful pictures
Don't tell me bots are not doing stupid things. Because I know, they do I see it in some places.

Monaster - Don't try to find other two secrets. This secrets is too hard to find. I must add some help. And czech message is not help, it means in english: "They walk between us, they are darkness between stars..."
Obsidian - yes, darkness in the tower is problem I'm trying to solve for a long time. I put a look on it. And in next terrain map (oh no!) I will be more careful about terrain surfaces.
I'm still waiting for your beautiful pictures

Re: [FINAL TESTING] Derwyll's Castle 2
Ok, so far I've found the labyrinth (and thus the hall of many thanks).For fun:
- three secrets were added, one rune shows the way
- The Fountain of Youth.
- The Gun of Power Tomb.
- The Labyrinth.
I also feel so damn close to another secret where I found the exit or the entrance door to it (found it by literally running all over your map shooting rockets EVERYWHERE since these leave no marks on doors

The other thing: that kinda creepy woman's voice triggered every now and then, I believe that could have something to do with another secret, I only can't confirm it at that time.
Last thing regarding secrets: I learned latin so I know what the messages mean, still I can't get too much sense out of them (with a few exceptions), but that's good or rather great, since you're forced to do some additional thinking. It's still secrets, you're after.


Found the fountain with noclip (still looking for the legal way though), you should playerclip the stone quake sign there.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: [FINAL TESTING] Derwyll's Castle 2
Well, if you found the labyrinth, you have found a help - thats all about one specific rune, but not rune itself 
You learned latin? Thats great
I love latin. And sense of latin messages?
Tempus Fugit - "you are in enemy base and time is running out"
Et Lux Perpetua Luceat Eis - For a dead "people" in whole castle lost and damned...
Festina Lente - Don't be hurry, you are in the center of enemy base.
Hominem te Esse Memento - You choose the long way, not easy way so remember, you are only human.
In Omnia Paratus - Teleporter. You should be ready for something unpredictable
Kráčí mezi námi, jsou temnota mezi hvězdami - thats a small secret, what or who it is
And you are cheater!

You learned latin? Thats great

Tempus Fugit - "you are in enemy base and time is running out"
Et Lux Perpetua Luceat Eis - For a dead "people" in whole castle lost and damned...
Festina Lente - Don't be hurry, you are in the center of enemy base.
Hominem te Esse Memento - You choose the long way, not easy way so remember, you are only human.
In Omnia Paratus - Teleporter. You should be ready for something unpredictable
Kráčí mezi námi, jsou temnota mezi hvězdami - thats a small secret, what or who it is

And you are cheater!

Re: [FINAL TESTING] Derwyll's Castle 2
The map layout itself reminds me a bit of Vortex Portal. Nice design.
- Maybe you could shorten the teleporter tubes? The "flying" feels too long.
- You need to center the weapons more properly. The Plasmagun is totally off for example. Also I think the need some shine around themselves, since it's hard to recognize them. Especially the GL.
I love the portals and the flames. The flickering lense! Sweet. Though, I noticed on the red flame that it's still a bit edgy.
- Maybe you can add some basins to both flames?
Didn't play with sounds, so I don't know if there is some strong wind in the background,
but if not the trees are definitely waving too fast, imo.
There are broken shaders in your map:
Shader
The spinning gears are fantastic, although they are actually not making any sense rotating there.
And I second obsidian's comment about the light in the flagroom. I think it's fine for the red base, but the blue base is too dark.
- Maybe you can take a brighter blue for the whole map, anyway?
So it delivers more light? I mean the red is much more brighter than the blue color itself.
That texture in the tunnel looks stretched:
tunnel
And I think you should exchange the brushes with the plank textures with "real" planks, so it looks more authentic.
Wow... that's a confused post. I hope you get everything I wrote
- Maybe you could shorten the teleporter tubes? The "flying" feels too long.
- You need to center the weapons more properly. The Plasmagun is totally off for example. Also I think the need some shine around themselves, since it's hard to recognize them. Especially the GL.
I love the portals and the flames. The flickering lense! Sweet. Though, I noticed on the red flame that it's still a bit edgy.
- Maybe you can add some basins to both flames?
Didn't play with sounds, so I don't know if there is some strong wind in the background,
but if not the trees are definitely waving too fast, imo.
There are broken shaders in your map:
Shader
The spinning gears are fantastic, although they are actually not making any sense rotating there.
And I second obsidian's comment about the light in the flagroom. I think it's fine for the red base, but the blue base is too dark.
- Maybe you can take a brighter blue for the whole map, anyway?
So it delivers more light? I mean the red is much more brighter than the blue color itself.
That texture in the tunnel looks stretched:
tunnel
And I think you should exchange the brushes with the plank textures with "real" planks, so it looks more authentic.
Wow... that's a confused post. I hope you get everything I wrote

Re: [FINAL TESTING] Derwyll's Castle 2
NoBliccer wrote:The map layout itself reminds me a bit of Vortex Portal. Nice design.
- Maybe you could shorten the teleporter tubes? The "flying" feels too long.


I'm not sure I understand you. You mean PG is in a wrong place? And thanks, GL is really little -not visible-Bliccer wrote:- You need to center the weapons more properly. The Plasmagun is totally off for example. Also I think the need some shine around themselves, since it's hard to recognize them. Especially the GL.

I do not understandBliccer wrote:I love the portals and the flames. The flickering lense! Sweet. Though, I noticed on the red flame that it's still a bit edgy.
- Maybe you can add some basins to both flames?

FixedBliccer wrote:Didn't play with sounds, so I don't know if there is some strong wind in the background,
but if not the trees are definitely waving too fast, imo.

OK, but I don't know how is this possible, when this shader IS present in pak0.pk3...

It's just effectBliccer wrote:The spinning gears are fantastic, although they are actually not making any sense rotating there.

I will put a look on it.Bliccer wrote:And I second obsidian's comment about the light in the flagroom. I think it's fine for the red base, but the blue base is too dark.
- Maybe you can take a brighter blue for the whole map, anyway?
So it delivers more light? I mean the red is much more brighter than the blue color itself.
Yes, but then you should have new IBM supercomputer at home. At some plces in ap, there are r_speeds more than 33k. With fact, that VIS optimalistion is practically not possible, I wouldn't like to add some more detailsBliccer wrote:And I think you should exchange the brushes with the plank textures with "real" planks, so it looks more authentic.

And what bout item placement? Evrybody is satisifed?
Ok, if there are no more suggestions I will finalize map during this weekend.
Thank you guys

Re: [FINAL TESTING] Derwyll's Castle 2
Sorry for double post.
Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
MAP IS DONE!
I want to thank all of you who helped me A LOT during this long developing process. Namely:
Anthem
Bliccer
cityy
corsair
fKd
Chretien
monaster
obsidian
Pat Howard
sock (also for textures)
I have uploaded my map to LvL today. If map will be accepted I will post a link here
Thank you guys!

I want to thank all of you who helped me A LOT during this long developing process. Namely:
Anthem
Bliccer
cityy
corsair
fKd
Chretien
monaster
obsidian
Pat Howard
sock (also for textures)
I have uploaded my map to LvL today. If map will be accepted I will post a link here

Thank you guys!


Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
Congrats on the release. I'm really surprised that this is your first map. It's very impressive. I definitely look forward to any work you have planned for the future.
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[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
what he said
gratz sir

Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
Guys please! I need a review - nor3ctf1.zip, please! 

Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
but not before q3dmp14 

Re: [FINAL TESTING] Derwyll's Castle 2
Like this:Noruen wrote:I do not understandBliccer wrote:I love the portals and the flames. The flickering lense! Sweet. Though, I noticed on the red flame that it's still a bit edgy.
- Maybe you can add some basins to both flames?
basin
So you have some bowl or something where the ash/wood and flame is in (blue thing). Otherwise you can see that the flame is a small brush or patch.
For the PG:
Plasmagun
I think the weapon needs to be placed more into the middle of the texture?
Seems like you've used some wrong commands in your shaders:
Shader
Still nice release for the first map!
Re: [FINAL TESTING] Derwyll's Castle 2
Correction: An AWESOME release for the first map. All my three thumbs up.Bliccer wrote: Still nice release for the first map!



Still looking for that damn secrets, I will find them, don't wanna be called a cheater anymore (although I only did the noclip flight to give proper feedback since I couldn't find all places without the missing secrets

If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
Guys please! Can somebody write a small short review on LvL?
Still bothering, but I don't want my map tu be in that list
Please: nor3ctf1 



Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
I tend to try to limit myself from writing too many reviews on lvlworld. I would gladly review this, q3dm14 and pukka3tourney7, but I still hold preference over NoGhost Map Making Competition maps. I just submitted a review for kazdm5, and I want to submit one for Solitude and Phantq3dm3. They are all exceptional maps, so if I can't get to them within a month or two they will still get a review.
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[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
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Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
I think I'd just released RocketHuxtable right before you released your map, and I was feelin' all good about how I had the ambience all set up thinking it looked distinct and kinda cool, then I looked at your map and thought "wow...well...this makes anything I've done look like a trashy pile of shiny triangles, sweet" but really...hats off man, your map looks astonishing. If there were a FFA version of it, I'd probably end up playing that rather than work on my own maps. Awesome, Awesome map!
Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
OK, is there any conspiracy to ignore my map on LvL?
Or is there any logical explanation of why newer maps are reviewed sooner than mine? Should I cry? 


Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
heh its always a tough wait, hang in there bud
Re: [FINAL] Derwyll's Castle 2 - MANY THANKS
The whims of LVL are maddening. I would suggest forgetting about it entirely and just wait until they email you to say it's done 
