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"Headfirst For Heroes" ODQ4CTF1 BETA map
Posted: Thu Nov 17, 2005 12:13 pm
by o'dium
Ok guys, this one is the next test. The base is the same, so is the middle bit, i haven't touched it. I've been working on a vortex portal style effect that the teleporters will use. Now to see it in action, use the bottom central jump pad, this will take you to the middle section (25% done if that so ignore this place). Unfortunatly, once your there you will have to kill yourself to get back
Also, remember that you should only spawn as a marine
Thanks guys.
http://www.quake2evolved.com/files/odq4ctf1_beta3.zip
So feedback once again on item placement, and on the portal, thanks.
Posted: Thu Nov 17, 2005 12:15 pm
by o'dium
BOLLOCKS.
Whoever said that save bug was fixed LIED. Because its an old version of the tele...
Give me 5mins, sorry... Damn fucking buggy piece of shit...
ALL I WANT IT TO DO IS SAVE...
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Ok, sorry about that... The links back up. The damn editor is so fucking buggy... Links back up now. If you dont have the correct spelling of "heroes" in the map name, then sorry but you have the old file

Damn this editor.
Posted: Thu Nov 17, 2005 5:24 pm
by Hipshot
The screenshot tells a great looking story.
Posted: Thu Nov 17, 2005 5:33 pm
by o'dium
Hipshot wrote:The screenshot tells a great looking story.
???
Posted: Thu Nov 17, 2005 5:43 pm
by Hipshot
o'dium wrote:Hipshot wrote:The screenshot tells a great looking story.
???
Hehe, I don't know why I wrote that, it can't even be near any correct grammar. What I meant is that it looks good when lookin at that screen. And now when I looked closed I can say that it looks good in game too, and holds a decent FPS too. The only problem as I can see, is that I hate that ugly sky. And the fact that its a beta and I can't play it against any humans or bots.
[lvlshot]http://img148.imageshack.us/img148/1720/shot000031ih.jpg[/lvlshot]
Posted: Thu Nov 17, 2005 5:46 pm
by o'dium
Your a god with the sky boxes, anything to suggest? I cant stand the sky either
As for the BETA, yeah i know, we ll i'm working on the central area now, and its quite difficult, but I'm sticking to it.
EDIT: What about the teles?
Posted: Thu Nov 17, 2005 5:53 pm
by Hipshot
I would have created a planet not to far not to close, and probably some nice effects around that. But one must also understand that since Q4 is so new, and people want MP-FPS bad, its probably just better sticking with this sky, or trying to find another static but with a better starfield.
Uhm, I know nothing about gameplay really, so I can't tell if the teles are bad or good, but they look ok.
I saw the middle section btw, looked 'not so complete'
Are you going to 'hide' the bases from each other to save fps? Thats why you have the teleports?
Posted: Thu Nov 17, 2005 5:57 pm
by o'dium
Well, I wanted a more Quake 3 TA style CTF game, fast and serious. I could of made the two bases together wit ha lack of middle area, but it would of been to small and i risked drawing to much at once. This way, it keeps true to the TA style of vortex portals between the bases and central area, keeps it fast but isn't to small either.
I was thinking about sky boxes. I'm also thinking about whether or now i should use a portal sky with a planet in? I was thinking of having Earth on the human side and stroggos on the strogg side...
Posted: Thu Nov 17, 2005 6:03 pm
by Hipshot
Yea, something like that could be cool, like having this 'base' in the middle of the two worlds. Another cool thing, would be to create the bases with a different texture palette, this for human and maybe a more savage for the strogs... but once again, you need to save on the effects to up the FPS.
Posted: Mon Nov 21, 2005 8:47 am
by o'dium
Ok. Got sky portals working but particles still draw in front of them from elsewhere in the map for some reason, so i'll fix that after work. The sky portals are now a bit more detailed than before, plus they have team nebula:
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_1.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_2.jpg[/lvlshot]
Plus if you look up, you get a nice pic of the moon, because your halfway between the bases:
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_shot_3.jpg[/lvlshot]
I'll fix that bug later and finish up on geometry then i'm done.
Posted: Mon Nov 21, 2005 9:39 am
by +JuggerNaut+
that looks sick man. great work!
Posted: Mon Nov 21, 2005 10:47 am
by Hipshot
I think you need to tweak the light a bit on the moon there, looks to bland. Actually, so does the earth, increase the light and contrast...
Posted: Mon Nov 21, 2005 12:47 pm
by Lukin
The base is too tight, there is no flow except flying through teleporters.
You've got to watch your steps all the time or you fall into the void or step on a jumppad.
Make the floors wider and then it should be ok.
Posted: Mon Nov 21, 2005 8:01 pm
by o'dium
Hipshot wrote:I think you need to tweak the light a bit on the moon there, looks to bland. Actually, so does the earth, increase the light and contrast...
They are 1024x1024, i didn't want to add multiple high res images for diffuse spec and local, but i may just say the hell with it. ATM its just diffuse.
Lukin wrote:The base is too tight, there is no flow except flying through teleporters.
You've got to watch your steps all the time or you fall into the void or step on a jumppad.
Make the floors wider and then it should be ok.
Thats the point.
Posted: Mon Nov 21, 2005 9:36 pm
by Hipshot
o'dium wrote:
They are 1024x1024, i didn't want to add multiple high res images for diffuse spec and local, but i may just say the hell with it. ATM its just diffuse.
Well, just tweak the colors/brightness in photoshop, and then apply the planets without any advanced shaders. I don't see why you would need any advanced effects on those as long as they are static and there's no other lights shining on them. I take the 'map' don't emit light out on the portal sky? I haven't worked more than like, 2min with the D3E, so I know nothing, but my next map will be a Q4 map, and I plan to use a pretty 'expensive' skyportal mostly for testing puroposes so everything you can tell me would be nice.
Posted: Tue Nov 22, 2005 12:38 pm
by o'dium
The sky portal uses lights of course, but you cant light your world from a light in the sky portal. Doesn't work that way.
Posted: Tue Nov 22, 2005 10:05 pm
by Hipshot
I meant the other way around, but ofc that can't be tru. Forgott that the portal wont be affected since its projected...