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(q4) h1dm - work in progress
Posted: Fri Dec 30, 2005 4:59 pm
by primaltheory
So i've been working on my map, it's a smaller map. I'm not quite sure what to do with it yet, I'm still doing brushwork (as you can see). I don't know what to do with the hallways (and that middle room) and the big room I have a basic idea for. I need to find a better skybox texture, and I know there isn't glass on the windows yet, the lighting isn't done either, right now I more or less need ideas on what to do with hallways and the big room.
DOWNLOAD
UPDATED 1/1/06 (5:13 AM EST)
Image 1
Image 2(good example pic for the trickjumps/slides you can do on this map)
Just for lenard :icon27:
It's a deathmatch map, It has the spawns and basic (read: no health one armor some weapons) item placement, and most the brushwork is done though I still need to finish that damn big room.
Posted: Fri Dec 30, 2005 5:05 pm
by Fjoggs
Screenies!

Posted: Fri Dec 30, 2005 5:14 pm
by primaltheory
NOES IT'S TOO ULGAH!!!! If you insist master.
LoL SKiTZOPHRENIA! ok lemme go take some.
...uhh how do you take .jpg screenshots in this game?
Posted: Fri Dec 30, 2005 5:51 pm
by pjw
@Fjoggs--it's pretty small and monotextured--just alpha for now, so screenies aren't going to be much.
It's a start though.

In my opinion this is a good size for something to get started with. The layout is interesting so far and has nice over/under going on.
Suggestions:
1) Since this is going to be MP, you need MP spawnpoints (info_player_deathmatch).
2) There are quite a few head-bangy spots where you need to raise the ceiling--I can hit my head in SP, so I *know* I'm going to be smacking in MP. The room with the funky pointy ceiling is especially bad near the top.
3) When you use curves, be sure to use the common/caulk texture on the brushes behind the curves (cut them as necessary at curve borders). This prevents overdraw (performance issue), and z-fighting (which is what the weird thin line/flickering is halfway up the walls in the big room).
I'd suggest updating the link with a version that has spawnpoints and weapons and no completely dark areas. You might also do a .def file to make it easier for lazy people. It lives in q4base/def and should be called h1dm.def. Probably something like:
Code: Select all
//----------------------------------------------------------
// H1DM DEF FILE
//----------------------------------------------------------
mapDef mp/h1dm
{
"name" "Test? Fred? Dunno."
"DM" "1"
"Team DM" "0"
"Tourney" "1"
"CTF" "0"
"Arena CTF" "0"
"Gametype_Deathmatch" "1"
"Gametype_TeamDeathmatch" "0"
"Gametype_Tournament" "1"
"Gametype_CaptureTheFlag" "0"
"Gametype_ArenaCaptureTheFlag" "0"
"loadimage" "gfx/guis/loadscreens/h1dm"
}
[code]
Add a loadimage if you feel like it...
Posted: Fri Dec 30, 2005 7:06 pm
by primaltheory
It's updated, same link, I made the pointy ceiling less pointy, and added more stuff I was working on, the top hall has more headspace, i'm working on the 2nd big room right now (the one that needs headroom)
Posted: Sat Dec 31, 2005 2:03 am
by Lenard
I like to see an overhead of the layout on betas, in editor preferably.
Posted: Sat Dec 31, 2005 2:40 am
by primaltheory
Look up!
All i have done so far is layout
No textures, models, weapons, teleporters, jumppads, and the spawns aren't final either.
Posted: Sat Dec 31, 2005 6:31 am
by pjw
You have obviously made a lot of changes, but there's still a lot to do before you have anything like a solid map.

(and yeah, I know you know that...)
I'd get a few things sorted out before you post another version, especially all the low ceilings and adding MP spawns, and get some basic weapons and items in there, and some basic texturing. I like that you're using some glass in there--that will be cool.
I also noticed that all of your floors are pretty thin--it tends to look weird and fragile when you make them too thin, and it's usually a good idea to keep them at least 16 units and probably more like 32 to give your map a feeling of solidity...
Posted: Sat Dec 31, 2005 6:40 am
by primaltheory
Ohh that's why it feels weird when I play it, Man I never think of these things! Will do!
I still need more headspace in the room with the pointed ceiling. afaik thats it. I'm gonna start texturing once I fix my stairway dilemma, I don't like the way they feel, but I don't want all ramps as that would let people rampjump everywhere!
Posted: Sat Dec 31, 2005 6:44 am
by pjw
Stairs look better when they're deeper than they are high. Try 8 high by 12 or 16 deep/back per stair. Also, you can clip them to triangles and fill in underneath with a ramp to make the whole thing look and feel solid.
Posted: Sat Dec 31, 2005 8:11 pm
by primaltheory
Updated! Again!
Now with spawns and weapons!
If somebody wants to playtest it with me sometime soon (next hour or so) Lemme know!(I have no server so it will be a listen but I have had good luck with me on a listen and 7 other people)
Edit: Nevermind inspiration railed me from across the map!
~~~Updated~~~
More brushwork
Deathmatch spawns added!
Weapons added (sg, rl, lg, ng)
Item added (ya)
Teleporters now work!
Better Brushwork!
Better Patchwork!
~~In Next Release~~
Basic Texturing!
Better Patchwork!
Ammo/Health/Armor Placement Update!
Spawn Fixes (I know there is bound to be somthing wrong!)
Teleporter fix (I can't shoot through them still!)
Quad Damage Placement (I know where it's going but I don't feel like working atm)
Moar stuff~!1322!$!%
Link is updated go check it out!
Posted: Sun Jan 01, 2006 5:43 am
by primaltheory
UPDATED AGAIN! AT 12:37 cause i have no friends and therefore nothing better to do
added 4 or so more rooms, another walkway, jumppads, some neat looking meshwork by the jumppads...
Most stairs are now ramps.
No railgun as it would let you own the hallways and the big room. I still need to find a good spot for the quad, and put health and such everywhere. I need to texture badly but IMO A map should look good monotextured before it gets really-textured (polytextured? lol)
Posted: Sun Jan 01, 2006 6:29 am
by Lenard
Another layout screen plz.
Posted: Sun Jan 01, 2006 6:29 am
by Scourge
Ummm, no disrespect or anything, but you may want to wait a bit longer between beta releases. LEM is not as busy as it once was. Let more people view your changes and make comments while you work on what you've decided to change or add. A beta twice in one day is a bit hasty. There's really no need to make a release on every little bit of changes.
As I said, wait for some more feedback and spend a bit more time tweaking and adjusting. Making good maps takes time. People especially here know that. It's just kind of hard to digest that many changes that quick. All of this is meant in the most consructive way. I have no comments on your map as I don't have q4 yet, but the theory works the same for any game. Which reminds me, I have a q3 map I need to get back to.

Posted: Sun Jan 01, 2006 7:58 am
by primaltheory
Hah, yeah once I get started you can't stop me, and my add/ocd self goes to town on my map...
Lenard wrote:Another layout screen plz.
I'll do the layout screen soon...all 3 view so you can be happy or somthing...
(how do you read the real complex maps? I can loose myself looking at mine if i'm not careful! Do you run through the map or anything or no?)
but like I said
no friends and nothing to do
Posted: Sun Jan 01, 2006 8:07 am
by Scourge
I find it useful to hide everything but what I'm working on atm, or at least parts of it that I don't need to see during.
Posted: Sun Jan 01, 2006 8:12 am
by primaltheory
Well I'm saying the layout screenshots I'm about to edit into my first post...
Posted: Sun Jan 01, 2006 8:23 am
by Scourge
Most people just post ingame screens.

Lenard is just wierd and different.
Posted: Sun Jan 01, 2006 8:26 am
by primaltheory
I like him...at least from what I can tell, he seems to like looking at the "source" of things to understand them better...that or he has one hell of a poker face!
Posted: Sun Jan 01, 2006 8:30 am
by Scourge
It was a joke.

Posted: Sun Jan 01, 2006 8:32 am
by primaltheory
must I repeat a well known fact?
SARCASM DOES NOT WORK ON THE INTERNET unless in sarcasm tags
Posted: Sun Jan 01, 2006 8:44 am
by Scourge
It does here, given time to get used to everyone.

Posted: Sun Jan 01, 2006 8:57 am
by primaltheory
ah, yeah I really don't know anybody here yet so :-/
Back on topic plz? Or is that impossible?
Posted: Sun Jan 01, 2006 8:57 am
by pjw
scourge34 wrote:It does here, given time to get used to everyone.

Impossible, I don't believe you sir; you make it sound all so simple. It will never work. Crazy talk. Madness! Dogs and cats living together! We're all going to die! Happy 2006!!
(primaltheory, I'll check your map again tomorrow. I'm out.

)
[Edit: and I posted before I saw your "back on track please"--whoops--that would be tomorrow/today/the first]]
Posted: Sun Jan 01, 2006 8:59 am
by primaltheory
YAY That's what I was looking for right there!
Tomorrow as the /2/ or /1/?