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Q4 - Geit - Geit4dm1b34 - Beta 4 ***UPDATE 2***

Posted: Sat Dec 31, 2005 1:07 am
by Geit
*** UPDATE 13 Jan (Beta 4) ***

Here is the fourth beta of geit4dm1. I made the map a bit smaller, I removed a couple of corridors and made two of the major rooms a bit smaller.

Some issues:
- Should I make the map even smaller?
- I am not too happy about the teleporter exit.

[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-1.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-2.jpg[/lvlshot]
[lvlshot]http://goat.gamepoint.net/pics/geit4dm1b29-3.jpg[/lvlshot]

+----------------------------------------+
Changes since beta 3
+----------------------------------------+
- Fixed some overlapping brushes
- Improved clipping
- Remove a piece of the top level
- Made the RA room smaller
- Changed area over RL/SG
- Added the nailgun
- Made the big YA area smaller
- Removed the corridor from the RL to the big YA room
- Added two teleporters

TODO:
- Add location Names
- Add more detail?
- Add sounds

+----------------------------------------+
Changes since beta 2
+----------------------------------------+
- Improved on the lighting
- Fixed the jumppads
- Fixed the item heights
- Some bug fixes
- Some other minor changes

+----------------------------------------+
Changes since beta 1
+----------------------------------------+
- Optimized the Lighting a bit more
- Added monsterclip
- Move the quad and the railgun
- Added another rocket launcher
- Added a yellow armor
- Shortened the corridor near the new YA
- made some minor adjustments in the item placement

TODO:
- Add Ambient Sounds
- Add location names
- More clipping perhaps?

And of course:
http://goat.gamepoint.net/files.php?act ... fileid=126 [Beta 4]
Enjoy.

Posted: Sat Dec 31, 2005 1:59 am
by Lenard
Uhh... someone should delete the other threads or close them. three at the top of the page is alot. This is the same map, right?

Posted: Sat Dec 31, 2005 2:03 am
by spookmineer
2 versions of a DM map and 1 CTF map...

Posted: Sat Dec 31, 2005 2:07 am
by Lenard
Ok cool, downloading.

Posted: Sat Dec 31, 2005 3:07 am
by primaltheory
Very Nice! I Like this map! Can't wait to see the final product!

Posted: Sat Dec 31, 2005 6:41 am
by pjw
This is much improved. The lighting especially is looking much better (except for, IMO, the quite yellow light in the area around the new YA--too yellow, I'd desaturate it a bit...).

It's feeling pretty solid at this point. I think the lighting could improve further (like you said your were planning), and I would consider adding more detail and eye-candy in spots--especially enclosed areas. The performance in this map is quite good. The only slightly iffy area I could find is looking certain angles from the quad...

Also:

Image

Posted: Sat Dec 31, 2005 3:25 pm
by corsair
alright here goes, as promised ;]
I played it with 4 bots, for almost an hour (or so the timer said, hardly believe it myself). Here is what appeared to me most;

1) both the jumpad near the quad, and near the hyperblaster, made me hit my head several times, thus having to use the jumppad again.
Also, the jumppad near the lightning gun, could use a slightly higher target_position, making a bit more destinations posible, in the ever-so-predictable jumppad movements.

2) The top level only has the grenade launcher, whereas the the top area spans quite a lot of space - perhaps an additional gun? (I'd go for the hyperblaster, which seemed to be a highly unused weapon in the time i played it)

3) about that same hyperblaster, heres an areashot;
Image
The staircase going to that very little surface, looks very odd, I'd say something like drawn above, would serve the connectivity a lot better.

4) in the Yellow armor/lightning gun area, reaching the yellow armor is quite a trick when theres one or more enemys around (and even without enemys, though the room is open, its fairly hard getting it from all but one direction, and by hard, i mean time-consuming, and time is death!). That neccesary effort, in contrast with the ease to get the megahealth, makes me think you'd better switch those two items.

5) Image speaks for itself, i think;
Image

6) this corridor is ended by a passageway that is fairly narrow, and unclipped
Image
I'd say either clip, or remove the extrusions that make the passage.

7) last, but perhaps not least, I'd like to say that its a big shame the jumppad only comes in a red shade, which really doesnt suit this map in its overwhelmingly hostile funny smelling blue (!)
Perhaps changing the blue lightbeams in several areas into red ones would make it a more harmonious feeling.

thats all for now.. har har

Posted: Sat Dec 31, 2005 3:59 pm
by Fjoggs
Simply change the shader/material/whatever to your fitting color. I've seen a green one on doom3world.org

Namely this.

Posted: Mon Jan 02, 2006 8:33 pm
by Oeloe
I'm really impressed by your map, Geit. :) It seems to have good elements of some Q3 maps.

Some little points to raise:

- The LG/YA jumppad gives the sound like you're dropping to the floor from a big height when you bounce on it repeatedly.

- Visual flaw:
Image

- There seems to be some dead space on some big platforms here and there.

What annoys me in Q4 is that the specular reflection of the floors are often way too high. They're almost mirrors... :[ Perhaps you could try to tone it down a little by changing the specular maps of that/those stock texture(s).

Posted: Mon Jan 02, 2006 10:35 pm
by corsair
concerning your last point - I think you ought to adjust your gamma and brightness in quake 4 so to fit your own demands - that screenshot you've supplied looks like as if you've got a higher than average brightness (I take it you didnt adjust it in photoshop or something?)

Posted: Tue Jan 03, 2006 10:46 am
by Oeloe
corsair wrote:concerning your last point - I think you ought to adjust your gamma and brightness in quake 4 so to fit your own demands - that screenshot you've supplied looks like as if you've got a higher than average brightness (I take it you didnt adjust it in photoshop or something?)
Well, it's not that bright, but the little 'diamonds' on the metal floor texture just get too white. The specular reflection is too high imho.

r_brightness 1.2 and gamma 1 is default, but too dark, so i use gamma 1.4 normally. With default values it's clearly too dark (looks darker in game, pretty pitch black floor):
Image

Btw, of that flickering light only it's emission is flickering and not the fixture itself. Looks a bit weird. :)

Posted: Thu Jan 05, 2006 7:03 pm
by Geit
And the third beta is right here:
http://goat.gamepoint.net/files.php?act ... fileid=126

Edit: My bad ;)

Posted: Thu Jan 05, 2006 7:30 pm
by Oeloe
Fix the link plz it's abbreviated now. :)

Edit: found it at your site:

http://goat.gamepoint.net/files/maps/qu ... dm1b29.zip

Btw, lol @ geit@sletje.com :icon30:

Posted: Sat Jan 07, 2006 4:29 am
by Jenny
Breath of fresh air to have such open spaces, but you need to mix it up a little, all lg/rg atm.

Posted: Sat Jan 07, 2006 11:57 pm
by Oeloe
Always watch out for hitscan abuse.

Posted: Sun Jan 08, 2006 2:25 am
by Geit
I suppose I could make some areas smaller. I wouldn't know which areas to resize though.

Posted: Sun Jan 08, 2006 1:16 pm
by corsair
mm, to add something onto the last made comments - I do agree with LG/RG being massivly used, and on top of that they are on the same route. Rocketlauncher is in an area in which I'd rather not be on, only to get the red armor, the ground level is especialy too spaceious. Perhaps switch the rocket with the railgun? Altho the area might be too large for the railgun - that area however, is afaik the only relatively oversized room. (corridors are large - but thats really fine)

also, given the size, perhaps you could add a haste item somewhere, double powerups are lovely in ffa maps.

Posted: Sun Jan 08, 2006 1:38 pm
by Oeloe
If you don't want to make areas smaller, fill them up more with things that provide cover (stacks of crates, pillars, etc.).

Posted: Sun Jan 08, 2006 1:42 pm
by Foo
Oeloe wrote:(stacks of crates, pillars, etc.).
Image

Crates? You just unleashed the fury >:E

:olo:

Posted: Sun Jan 08, 2006 2:27 pm
by corsair
correct - I kinda like how pipes are added in maps to accomodate extra posibilities, but stacks of crates.., >:E

Posted: Sun Jan 08, 2006 5:51 pm
by AEon
Seems like Q4 mapping is taking off better than D3 mapping?

(Still actually need to get Q4 ;))

Posted: Sun Jan 08, 2006 5:57 pm
by primaltheory
AEon wrote:Seems like Q4 mapping is taking off better than D3 mapping?

(Still actually need to get Q4 ;))
duh, q4 is a multiplayer game

Posted: Fri Jan 13, 2006 6:48 pm
by Geit
And here is the fourth beta:
http://goat.gamepoint.net/files.php?act ... fileid=126 [Beta 4]

Posted: Sat Jan 14, 2006 1:29 am
by Oeloe
primaltheory wrote:duh, q4 is a multiplayer game
Wouldn't that be nice. It's more than 50% single player.

Posted: Sat Jan 14, 2006 12:16 pm
by mrd
Christ... look at all these old school mappers... they're coming ouf of the woodwork. The map looks great Geit. If I had Quake IV I'd give you a better review heh..but I haven't got it yet so I can only look at screenies :(