(q4) Geit - Geit4dm1b16 - Beta 1
(q4) Geit - Geit4dm1b16 - Beta 1
So I decided to jump on the q4-wagon and start mapping for quake4. Anyway, to make a long story short, here's my first attempt at a quake4 map. It's also my first try at mapping in the doom3 engine so all comments are more than welcome.
Anyhoo, it's a Team Deathmatch map and you can grab it right here:
http://goat.gamepoint.net/files.php?act ... fileid=126
And of course, some screenshots
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b16-shot1.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b16-shot2.jpg[/lvlshot]
Anyhoo, it's a Team Deathmatch map and you can grab it right here:
http://goat.gamepoint.net/files.php?act ... fileid=126
And of course, some screenshots
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b16-shot1.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b16-shot2.jpg[/lvlshot]
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Just ran around it, has a great scale imo. Feels like there is room to breath and the open areas would make for some nice fights. Obviously didnt gameplay test it but would still recommend either clipping off the stairs until the problem with jumping up them is addressed or make them into ramps in a few areas. Ran smooth in q4max as well. :icon32:
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Some stuff:
1. Cool, big map!
2. Overlapping skybrushes over YA.
3. Sparklie (t-junction error) in the sky over RA--it looks like your trisouped rock is splitting up the sky weird there; you might have to make some sort of caulk buffer between the rock and sky brushes or something, dunno.
4. Items are too low--the weapons/armor in particular are clipping into the floor on the down-bob. Standard is usually ~16 units with nodrop.
5. I always prefer that any jumppads that push me up and back be tilted slightly to give me the hint that I'll have to turn around...
6. Lighting is surprisingly okay, considering this is your first effort with this engine, but there's one major thing that I notice you haven't done. You need to pull out the centers on your lights. To do this, hit "J", then check the "Center" box--this will create a pink dot that acts as a point origin for light produced within that volume. You'll find that by moving that pink dot around (not the light volume, just the dot) you can get a much better look for your lighting, and you can also use fewer lights in a more efficient way which means less overlapping and better performance (even though performance isn't bad in this map).
7. The only other thing about lighting...I'm not sure that the yellow light from the sky looks all that great when contrasted with the less colorful light you're using for much of the interior. There are places where you transition from indoors to outdoors that feel kind of jarring to me--maybe desaturate your sky light a little?
8. The trisouped rock generally looks okay, but I notice it's oddly dark on top in places (near the RA is especially noticable). This will also be helped by pulling the centers on your light volumes out and moving them higher...also, the rock near the YA maybe looks a little too regular--perhaps more variation on the tri size there or something?
Looking forward to the next version of this.
1. Cool, big map!
2. Overlapping skybrushes over YA.
3. Sparklie (t-junction error) in the sky over RA--it looks like your trisouped rock is splitting up the sky weird there; you might have to make some sort of caulk buffer between the rock and sky brushes or something, dunno.
4. Items are too low--the weapons/armor in particular are clipping into the floor on the down-bob. Standard is usually ~16 units with nodrop.
5. I always prefer that any jumppads that push me up and back be tilted slightly to give me the hint that I'll have to turn around...
6. Lighting is surprisingly okay, considering this is your first effort with this engine, but there's one major thing that I notice you haven't done. You need to pull out the centers on your lights. To do this, hit "J", then check the "Center" box--this will create a pink dot that acts as a point origin for light produced within that volume. You'll find that by moving that pink dot around (not the light volume, just the dot) you can get a much better look for your lighting, and you can also use fewer lights in a more efficient way which means less overlapping and better performance (even though performance isn't bad in this map).
7. The only other thing about lighting...I'm not sure that the yellow light from the sky looks all that great when contrasted with the less colorful light you're using for much of the interior. There are places where you transition from indoors to outdoors that feel kind of jarring to me--maybe desaturate your sky light a little?
8. The trisouped rock generally looks okay, but I notice it's oddly dark on top in places (near the RA is especially noticable). This will also be helped by pulling the centers on your light volumes out and moving them higher...also, the rock near the YA maybe looks a little too regular--perhaps more variation on the tri size there or something?
Looking forward to the next version of this.

I beat the internet; the end guy is hard.
Don't the items drop down to the floor like they did in Q3?pjw wrote:Some stuff:
4. Items are too low--the weapons/armor in particular are clipping into the floor on the down-bob. Standard is usually ~16 units with nodrop.
Ah cool, I didn't know that. I'll play around with that a bit, thanks6. Lighting is surprisingly okay, considering this is your first effort with this engine, but there's one major thing that I notice you haven't done. You need to pull out the centers on your lights. To do this, hit "J", then check the "Center" box--this will create a pink dot that acts as a point origin for light produced within that volume. You'll find that by moving that pink dot around (not the light volume, just the dot) you can get a much better look for your lighting, and you can also use fewer lights in a more efficient way which means less overlapping and better performance (even though performance isn't bad in this map).

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I don't want the players to be able to rampjump off of every staircase though :/spookmineer wrote:Like jester! said, clipping the stairs or turning them into ramps will keep players from getting annoyed by the stairbumps.
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Yeah it's still a dilemma. I don't know about q4max 0.71, but in the latest X-Battle release the stairs bug is fixed. We have to keep hoping for it to be fixed in a patch for VQ4 soon... I think it's not unwise to leave stairs unclipped to be prepared for the future (in which the stairs bug will be fixed).Geit wrote:I don't want the players to be able to rampjump off of every staircase though :/
Looking forward to try your map btw (next monday)!
Yes, I agree and I think it would indeed propably be best to assume the bug will be fixed in the (near) future, or at least the competitive mods will have the bug fixed, because clipping off the stairs is far from ideal and in some situations can either break the flow of the map or just be down right annoying.Oeloe wrote:Yeah it's still a dilemma. I don't know about q4max 0.71, but in the latest X-Battle release the stairs bug is fixed. We have to keep hoping for it to be fixed in a patch for VQ4 soon... I think it's not unwise to leave stairs unclipped to be prepared for the future (in which the stairs bug will be fixed).Geit wrote:I don't want the players to be able to rampjump off of every staircase though :/
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wow, memmories of quake 2, all the crazy jumping shit people did...people got way too into that...i specifically remember getting railed several times in a row by this one guy who was shooting through a gap like 4 pixels wide and i couldnt do shit
him
//
me
and that was the point in time where I was just like man you gotta get a life then I left.
him
//
me
and that was the point in time where I was just like man you gotta get a life then I left.
Why not?
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
Nice level.
Three suggestions:
1) There is a corridor with four +25hp bubbles. Looks weird.
2) I'm not sure if it's good that you can jump on those little gaps between the rocks - I would clip them.
3) Some corridors seem to be too long. Maybe add another big hall somewhere between them (if it's possible).
Three suggestions:
1) There is a corridor with four +25hp bubbles. Looks weird.
2) I'm not sure if it's good that you can jump on those little gaps between the rocks - I would clip them.
3) Some corridors seem to be too long. Maybe add another big hall somewhere between them (if it's possible).
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
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Yeah, they're supposed to be health shards, my badLukin wrote:Nice level.
Three suggestions:
1) There is a corridor with four +25hp bubbles. Looks weird.

Which corridors do you mean?3) Some corridors seem to be too long. Maybe add another big hall somewhere between them (if it's possible).
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I mean the corridor from HB to Quad and another one from LG to RL.
Also, the MH is too close to quad. One more thing I've noticed is kinda strange. Sometimes I got stuck on the floor borders. I don't know if it happens only to me, but I've seen similar 'effects' on odq3dm6 and on galang - I think it's something with q4 physics and patches.
Screenshots:


Also, the MH is too close to quad. One more thing I've noticed is kinda strange. Sometimes I got stuck on the floor borders. I don't know if it happens only to me, but I've seen similar 'effects' on odq3dm6 and on galang - I think it's something with q4 physics and patches.
Screenshots:


[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
It get that a lot too on most other maps. I guess it's a q4 bug.Lukin wrote:I mean the corridor from HB to Quad and another Sometimes I got stuck on the floor borders. I don't know if it happens only to me, but I've seen similar 'effects' on odq3dm6 and on galang - I think it's something with q4 physics and patches.
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hehe, lol :Pspookmineer wrote:Damn... I see you online but can't join because it's an updated version of the map :/
I was just testing the latest version, I'll post the second beta here soon.
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I just posted the second beta a or so minute ago, so fire away!corsair wrote:Ive been waiting for that![]()
I did run the first beta tho, just thought that if I'd bother to comment, it'd result into too much - hence I await what yer second beta is bringing, cause imo, you were abit rough on releasing the first ;o

http://www.quake3world.com/forum/viewtopic.php?t=15367
Oh, and don't forget to target my CTF map as well :icon25:
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