Monsoon, final

Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Monsoon, final

Post by Lukin »

Last edited by Lukin on Fri Feb 03, 2006 2:37 pm, edited 6 times in total.
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prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

i am not a hater of galang! :)

will check this out...
ShapeShifta
Posts: 15
Joined: Sat Nov 19, 2005 1:06 am

Post by ShapeShifta »

I just ran through this alone and all I have to say is, WOW!!! This looks and may even play better than galang. Similar to galang in which this map has lots of jump pads and ramp jumps. What's improved in this new map over galang, is the fact that they all have a purpose in getting you aroudn the map in a very fast manner. The flow of the map is wonderful, can't wait to play this with my practice buddy. Til then I'll give you better feedback or relay some bugs I find.
rgoer
Posts: 798
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Post by rgoer »

I really like the crouch-slide to the RG trick area... this is exactly what Dube had in mind. The only thing that bugs me about it (the RG area) is that even somebody who is good at the slide may find this particular implimentation of the slide "trick" difficult.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

There are only a few angles for it that I have found so far but it wasnt seriously hard, and most likely was made to be somewhat tricky due to the overpowered railgun. I loved it. :D I also like how going top down you can crouch down the little ramp and just slide right out, great use of the feature imo.

There may be one item placement issue for sure, with the current placement of the Mega and RA it feels like you could grab both really quick using the tele going from mega to tele then dropping down to ra and thus dominate the map hardcore. Only way it somewhat balances is due to the YA being beside the RG I guess but its easier to go Mega + RA then it is Mega + YA which strikes me as a bit in favour of the guy in control.

A minor visual nitpick, but the gamepad + << design on the wall is crazy bright in both the default and tweaked configs.

I am going to a lan on the weekend, hopefully we can give this map a bunch of time. :icon25:
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Gonna check this out. I wish all mappers would put their readme files inside the pk4 too though. :/ I like to have them in case i want to look up the author's website, without having to keep all those readme's separately somewhere...
Denz
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Joined: Thu Aug 17, 2000 7:00 am

Post by Denz »

This map is on the server, lets play!!
ppp
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Joined: Sun Feb 04, 2001 8:00 am

Post by ppp »

I like it - love the lots of little touches i.e. the neon sign ramp, cables behind gratings, cables in ceiling, along walls, sparks, grating segments as ceiling spiky ariels, slide-to-get railgun and consistent coloured theme throughout.

OK minor stuff that bugs me would have to be be:

Curved corner floor patch texture wrong way round near MH
Not sure about the grass floor texture..
Not keen on the yellow-on-grey angled floor texture blocks used as wall support texture throughout map - especially the 'stretched-to-fit' three below the purple neon flickering sign, looks way out of focus there.
Seemed to be a lot of health about the place - a bit too much maybe
Lack of an 'atrium' or similar open-spaced area - maybe open up the middle a bit

Sorry if this sounds 'picky' it's waaaaaay better than I could produce

Good job and at this rate you'll have your own map-pack before Raven release thiers (aparently) next year :icon25:
Denz
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Post by Denz »

Ok why am I sitting on the server all by myself?.... hummm... perhaps another day.

I will leave this map on the server. Someone from here try to connect to the server and see if the download thing is working, if not we can all get one game in on this new map before I take it off.
jester!
Posts: 969
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Post by jester! »

Ip and location? 150 ping is no fun :D
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Post by QuakerX »

Nice work, Lukin!

Impressive map. I really enjoyed running around it. I haven't gotten a chance to play it with anyone yet, so this won't include any gameplay critisisms.

- Gameflow looked good. I like the little trick-jumps and Railgun slide. They were simple to do and seem to be very effective.

- Item placement was solid. The neon light indicating the megahealth was excellent.

- Very nice looking map. Lighting was done very well and texture choice was good. Nice work on breaking up the wall with the various trim and indentations.

- A minor visual criticism would be the grass. It is too flat. I would recommend breaking up the ground somehow. Whether it be making it simple terrain and adding some dirt blends into it, or even adding small wires (non-colliding) criss-crossing over the grass connecting behind some torn-off wall panels.

That's all I have. I hope to get some quick games in and possibly giving you some gameplay feedback. Maybe I will join that server listed above and play a few rounds.

Nice work Lukin, keep it up. My fav. custom Q4 map so far.

Quaker-X
Denz
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Joined: Thu Aug 17, 2000 7:00 am

Post by Denz »

jester! wrote:Ip and location? 150 ping is no fun :D
http://www.quake3world.com/forum/viewtopic.php?t=12294
jester!
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Post by jester! »

:icon32:
Oeloe
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Post by Oeloe »

I hate the yellow on the wall textures. :/
pjw
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Post by pjw »

I can't seem to d/l...the link just grinds away forever?
Subzero
Posts: 12
Joined: Fri Dec 20, 2002 8:00 am

Post by Subzero »

pjw wrote:I can't seem to d/l...the link just grinds away forever?
http://files.quake4maps.net/upload/details.php?file=71
:)
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Thanks guys. I'm working on the 2nd version, which will have a lot of changes (hopefully all for better). For now it's too easy to control the level (MH -> tele -> RA -> jumppad -> few steps -> MH), I'd probably add a new room for RA and second YA. I hope to finish it tomorrow or even today.

Subzero >> thanks for the mirror

Denz >> thanks for putting in on the serv

QuakerX >> yeah, grass looks flat, but I proably won't change that. Players don't like bumpiness on the ground. Maybe some dirt will show up.

ppp >> some areas will be larger/more open, some yellow-on-grey textures will be replaced

Oeloe >> readme for 2nd beta will be packed into pk4

jester! >> "<< +" sign will be removed. I liked it but the MH will be moved into another area, with no place for another neon, so it won't have sense to keep it

rgoer >> I wanted to make crouch slide to RG easy enough to keep the flow and hard enough to make the RG place a kind of trap
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Dr4ch
Posts: 96
Joined: Thu Nov 03, 2005 6:36 pm

Post by Dr4ch »

Awesome Cyberpunk style, the crouchslide2rail is really a good idea ...and you are mapping way too fast ! :icon23:
I am really a fan of your maps, always tight atmosphere and complex enough to have fun learning all the little tricks for countless hours.

@rgoer : if you liked the crouchslide on lukins map you should check out the mini-crouchslide-halfpipe in my latest beta :)
Sorry for pimping.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Subzero wrote:
pjw wrote:I can't seem to d/l...the link just grinds away forever?
http://files.quake4maps.net/upload/details.php?file=71
:)
Thanks! :)
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Keep it up Lukin! :icon25:

Definitly keep the RG section as is, its not to hard and will work nice I think, lan tomorrow to test. :D
{uZa}FreakOfNature
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Post by {uZa}FreakOfNature »

Very nice. Another steller map. We're finally starting to see a few good maps pop up for Q4.
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rgoer
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Post by rgoer »

lukin after playing it some more, I agree--the slide is just difficult enough to make the area interesting without being frustrating.
pjw
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Post by pjw »

Woo, cool map! :)

I love a lot of the little detail touches that you've included (e.g. the sparks, the ambient sound, the neon bits). Layout seems good, as does item placement except for the mentioned MH<-->RA grabbage.

The grass...hmmn...I wasn't even aware that it was grass until I saw the texture name. I thought it was some funky marble or something. I don't mind the texture itself, but it might be better if it were a bit lighter overall, since the darkest part of the level is on the lower floor, especially near the RL/SG; it seems to me like that area might look a bit better if it were a bit brighter. I'm guessing that if you brightened the grass tex up a bit, you wouldn't have to mess with lighting for it to seem brighter there...

I personally really like the RG slide. If it were me, I might have even made it a bit longer...it's really sweet when you hit it just right from either direction, and even when you don't, it's no more than a split second to get through and out anyway.

Even if you lose the MH-neon, I wouldn't mind a few more neon bits around the level--they look nice. Nice portal sky too.

I'm wondering about your visportal use--you seem to have them sunk into the geometry 8 units in many places...why? This shouldn't be necessary...

Looking forward to the next version.
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Well, I wasn't sure about visportals. But when I read your notice about this in some other thread I fixed them immediately :)
Yeah, the grass definately should be (and will be) brighter.

I promised the 2nd beta for today, but I doubt if it will be in time. I drunk too much yesterday and today I'm kinda sick. Sorry :puke: Besides that, I wasted almost all day watching CPL Winter.
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ShapeShifta
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Joined: Sat Nov 19, 2005 1:06 am

Post by ShapeShifta »

Lukin wrote:Well, I wasn't sure about visportals. But when I read your notice about this in some other thread I fixed them immediately :)
Yeah, the grass definately should be (and will be) brighter.

I promised the 2nd beta for today, but I doubt if it will be in time. I drunk too much yesterday and today I'm kinda sick. Sorry :puke: Besides that, I wasted almost all day watching CPL Winter.
I don't blame. some pretty good games played on galang. Can't wait to see the next beta when it's out.
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