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Beta: Storm4dm1 - Cajun Hell Remix

Posted: Tue Nov 08, 2005 3:16 pm
by StormShadow
*copy/pasted from the original post at burial-grounds*

Ive ported storm3tourney5: Cajun Hell over to q4. This is the same basic map, with a few alterations. So, check it out and give me some feedback :)

The new map file name is storm4dm1

Screens:

Image

Image

Image

Dl here:

http://www.planetquake.com/stormshadow/storm4dm1.zip

Extract the zip to your q4base folder. You can load the map via the menu (create server, select map from list).

Notes:
- I know that the ladder above the lower rl is buggy!
- Im working on the performance issues.

Posted: Tue Nov 08, 2005 3:17 pm
by o'dium
Shadows are to dark, add an ambient light for the whole level to make it brighter and still keep the shadows, then it will be perfect.

Posted: Tue Nov 08, 2005 3:29 pm
by StormShadow
I have a very dim ambient light.. when I brighten it, all of my spotlights show up bright.. ill work a bit to try and find a happy medium :)

Posted: Tue Nov 08, 2005 3:50 pm
by StormShadow
It seems like everyone is posting beta's in the q4 discussion forum.. so I reposted there. Can someone close this topic and maybe redirect to the q4 forum?

Thanks.

Posted: Wed Nov 09, 2005 2:57 am
by Bill Brooks
Took a quick run thou last night like the layout seems like it will be fun to play.
The lighting does need some work as there are too many area's that are too dark.
The weopon pads fx thing needs to be moved down as the bottom of the affect is floating in air above the pad.
I know its minnor nit pick but had to find something besides the light levels.

Posted: Wed Nov 09, 2005 4:38 am
by obsidian
Personally, I think all D3 level editing threads should be here rather than in Quake 4 Discussions. Just like how Q3 level editing threads are here instead of Quake III Discussions.

Posted: Wed Nov 09, 2005 7:28 am
by +JuggerNaut+
obsidian wrote:Personally, I think all D3 level editing threads should be here rather than in Quake 4 Discussions. Just like how Q3 level editing threads are here instead of Quake III Discussions.
i agree.


on a side note: i've played (and still do) the QIII version of this map. it's a great map and VERY fun in FFA. i'm sure this update is as fun as the first. btw, i'd have to agree that i too miss the green from the original version. (i don't have Q4, i'm just going by screenies)

Posted: Thu Nov 10, 2005 3:12 am
by Bill Brooks
Did a little more lookin around today.

Seems like the textures used were a little rushed.

Also found a few caulk brushes, and a missing light I think.
Heres some pics.

Image

This one missing texture aka caulk showing top trim brush in pic.

Image

Missing light?


Image

Again caulk brush just above crosshair its in the dark tunnel in the jump to armour.

Can you make the jump with a rocket boost?

Posted: Thu Nov 10, 2005 3:06 pm
by StormShadow
Dark tunnel jump to armor?

You can reach RA via rocket jump, plasma jump (from hypberblaster ledge) or strafe jump off of the ledge directly across from ra.

Caulk is noted and will be fixed. When re-texturing a map with lots of brushes its easy to forget a brush face or two :)

Ill have another beta soon - this one will be much greener (like the original) have brighter ambient light, and fewer light sources to improve performance.

Posted: Thu Nov 10, 2005 3:52 pm
by Lukin
StormShadow wrote:[...] fewer light sources to improve performance.
Also, it would be good if you read this tutorial about r_lightdetaillevel.
I hope I will got more than 15 fps in the next beta :p GL!

Posted: Thu Nov 10, 2005 4:36 pm
by StormShadow
Thanks for the link lukin, ive actually been tooling around with adjusting the detail level in my current project.

Ive already deleted about 30% of my original lights, and I can see an improvement already.

Posted: Fri Nov 11, 2005 1:37 am
by Hex
<subliminal>
next....beta....for....weekend....
</subliminal>
:)

Posted: Tue Nov 15, 2005 2:46 pm
by roughrider
I wish I had q4 so I could check this out as I liked the q3 version.