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Penetration - beta
Posted: Thu Dec 15, 2005 3:06 pm
by [TymoN]
My first map for q4.
It's a small/medium, tactical tourney map, but you can try it on 2v2 tdm
too

Waiting for feedback.
download
[lvlshot]http://sosula.webpark.pl/1.jpg[/lvlshot]
[lvlshot]http://sosula.webpark.pl/2.jpg[/lvlshot]
[lvlshot]http://sosula.webpark.pl/3.jpg[/lvlshot]
Posted: Thu Dec 15, 2005 3:14 pm
by chopov
According to the thread title I was expecting footage of your first attemt in loosing your virginity...what a letdown.
Posted: Thu Dec 15, 2005 3:18 pm
by MKJ
a bit bare innit?
texturewise..
Posted: Thu Dec 15, 2005 6:32 pm
by Qr7
r_picmip 3 - look at all the details! that brown wall looks so colorful.
:icon29:
(the point im making is no one will even notice its 'bare'... /me loads up map)
Posted: Thu Dec 15, 2005 6:35 pm
by Jenny
I very much like the gfx.
Posted: Thu Dec 15, 2005 6:44 pm
by Jenny
gfx look nice even with tweaked config, reminds me of chocolate
Nice to include some ramp and light jumps, but the geometry is way too simple for me.
Posted: Thu Dec 15, 2005 8:12 pm
by Tormentius
Qr7 wrote:
(the point im making is no one will even notice its 'bare'... /me loads up map)
Its a point you're quite wrong on. Not everyone turns off textures ffs.
Posted: Thu Dec 15, 2005 8:16 pm
by Foo
The shocking graphical quality of the Q4 MP is what's currently leading me to play other games TBH.
Looks alright in singleplayer, looks like complete shit with no performance gain in multiplayer.
Q3 on medium looks better than Q4 on highest in MP.
Posted: Thu Dec 15, 2005 8:22 pm
by Tormentius
Foo wrote:
Q3 on medium looks better than Q4 on highest in MP.
I played Q3 again a few days back with everything maxed (including AA and aniso) and it didn't come close to looking as good as Q4 on medium (no AA or aniso) IMO.
Posted: Thu Dec 15, 2005 8:26 pm
by Foo
I disagree, dont want to drag this thread off-course so better leave it at that.
We cna do a side-by-side comparison in GD/QWFix?
Posted: Thu Dec 15, 2005 8:45 pm
by Tormentius
Foo wrote:I disagree, dont want to drag this thread off-course so better leave it at that.
We cna do a side-by-side comparison in GD/QWFix?
Sounds good. Check your PM's.
Posted: Thu Dec 15, 2005 10:10 pm
by [TymoN]
Thx for comments about my map

YA in place of RA and RG in place of RL(in RA room) - what You say ?
Posted: Fri Dec 16, 2005 2:43 am
by Subzero
[TymoN] wrote:Thx for comments about my map

YA in place of RA and RG in place of RL(in RA room) - what You say ?
I think it definatly needs a railgun there. Smooth fps and flow, but if it's a Tourney, limit the armor to only one yellow

For your first q4 map, i think your on the right page. Maybe some fine tune stuff for future maps.
Posted: Fri Dec 16, 2005 3:29 am
by pjw
The map has a nice clean look to it, but yeah...too bare and undetailed for me too. Some sort of interesting geometry could be added without impacting performance, also, that one wall texture that's on most of the walls is pretty repetitive. I do quite like the one spot where you can do a slope jump up from the top of the light fixture--more of that would be cool if you could fit it in.
I'm not exactly a item placement maniac, so I'll leave that to the more serious players.
My two biggest concerns about the map are:
1) There are three or four infinite brushes hanging around that can be easily seen in the 2-D editor view--those should be deleted and any resultant leaks plugged. They may be doing odd things to your compile and to performance.
2) Your portaling could be done a lot better and more efficiently. There are many places where you have portals in both sides of a doorway--this isn't necessary and just complicates things by making tiny portal areas--just put one portal plane in the middle (or on either side, depending on efficiency and where other ones are). You also have many portals that are sunk into geometry ala Q3 hint brushes--this is also not the way to do that. In Q4, the portal face should be square and only be large enough to fill the opening in the geometry--they shouldn't extend into the wall. You have at least one place where a vertical portal is touching one of those horizontal ones--this isn't a good idea. (I'm actually not too sure that those horizontal portals are doing all that much for you--but I can't be sure without taking a closer look...)
Posted: Fri Dec 16, 2005 2:27 pm
by [TymoN]
Big thx pjw. I try fix this portals.
Posted: Fri Dec 16, 2005 3:03 pm
by Oeloe
I like the simple texturing of your map and the lighting too. Nice double jumpable lights too btw!

Between GL and LG you can doublejump that light if you jump on it from a little distance. You can even bang your head on the ceiling if you doublejump the lights at MH.

Maybe DJ's are possible in Q4 after all, in an artificial way.

How did you make those jumps possible (small steep player clip ramp?)?
Posted: Sun Dec 18, 2005 4:33 pm
by [TymoN]
Oelee: yes - playerclip and brush.
New version.
delete:
RA, 1 RL, NG, SG.
add:
YA, RG, HB.
Some cosmetic changes.
DOWNLOAD
Posted: Sun Dec 18, 2005 9:37 pm
by Oeloe
[TymoN] wrote:Oelee: yes - playerclip and brush.
What a bit of CPM mapping experience can't do.
I like the changes you made. Lightdetaillevel 3 gives me solid 60 FPS, but the only place where i get a big framedrop is at the jumppad to YA near LG. It drops from 60 to 40~30 when i go at the JP.

I've seen this at other maps, at spots where i actually look outside the map i get framedrops.

Odd...
Btw, maybe you want to make the little ramp at the YA near LG a bit better visible? Maybe you want to keep it more or less secret?
I wanna have a go at this map though.

Any European (polish?) servers running it?
Posted: Mon Dec 19, 2005 7:13 pm
by [TymoN]
Oeloe wrote:Btw, maybe you want to make the little ramp at the YA near LG a bit better visible? Maybe you want to keep it more or less secret?
What secret ?
Oeloe wrote:I wanna have a go at this map though.

Any European (polish?) servers running it?
Unfortunately, not.
Posted: Tue Dec 20, 2005 10:32 pm
by MidnightQ4
I too like the clean look of the texturing and lighting in this map. I would vote against cluttering the map up with flashy geometry too much. If you added some minor accents here or there that would be fine I guess, not that you need to though.
Posted: Wed Dec 21, 2005 1:39 am
by Oeloe
I think the only thing the latest version lacks is some visual (color) markers (lighting/texturing) that set apart the different areas of the map. The texturing is still very uniform now, which is something that makes a map a bit unattractive to play. Your latest cpma map (which i liked though) had the same 'problem'. Basically too much of the same color throughout the entire map. Color differences (contrasts) make it easier to learn and remember a map layout.
Posted: Wed Dec 21, 2005 8:22 am
by MidnightQ4
Do you learn maps by which rooms are different colors?
Everyone is entitled to share their opinion, but mine is that a similar theme of textures is just fine throughout an entire level. The texturing doesn't look bad to me really. Elegance is simplicity. Floors and ceilings are well defined vs the wall textures. Makes it easy on the brain to position things in 3d. I am speaking without having played the map so maybe I'm wrong, but looking at the screenshots my opinion is there is no real issue.
Posted: Wed Dec 21, 2005 8:28 am
by jester!
I learn by geometry. There are no defined textures in the world I play in. :icon25:
Posted: Wed Dec 21, 2005 5:24 pm
by prince1000
Oeloe wrote:I think the only thing the latest version lacks is some visual (color) markers (lighting/texturing) that set apart the different areas of the map. The texturing is still very uniform now, which is something that makes a map a bit unattractive to play. Your latest cpma map (which i liked though) had the same 'problem'. Basically too much of the same color throughout the entire map. Color differences (contrasts) make it easier to learn and remember a map layout.
yea nobody played ztn...
Posted: Wed Dec 21, 2005 6:44 pm
by Oeloe
Ztn has very distinct geometry with no areas that look alike, which cannot be said for this map (not in the same degree). Can you get that in your head (should be plenty of room for it).
@midnightq4: it can be an issue if you want people to play your map. Good geometry should be enough, but if there are rather similar areas in a map, you need to make visual distinctions between them with lighting/texturing.