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[beta3] - q4dAde1 - Evalia

Posted: Sat Dec 31, 2005 2:51 pm
by dAde
Hi,
it's my first map for Q4, it's early 1st beta.

Info:
- for 1on1, deathmatch
- base style of course ;P

Things to do:
- lighting
- portals
- other changes, like in item placement etc...

It's all for now.
So, you can download map here:

Hope to get some feedback ;).

Screenshots ;)

Image

Image

Image


edit - beta2

Changelog:
- lighting
- nonsolid weapon markers
- switched weapons places - RG <--> HB
- no teleports
- some other, minor changes

Image


Beta 3 changelog:
- new item placement
- new floor textures in some areas
- changes in layout - less ramps
- some changes in lighting
- other changes

DOWNLOAD Q4DADE1
MIRROR

Posted: Sat Dec 31, 2005 2:53 pm
by Fjoggs
I'll take the angrypete job:

Screenies dammit! :E >:E EVILE >;EEE

Posted: Sat Dec 31, 2005 3:11 pm
by sumatra
... and please make your weapon markers nonsolid. thanks :p .

Posted: Sat Dec 31, 2005 6:44 pm
by primaltheory
Lawl! Yea! Screenies or a top down view of the layout...it's the only way you'll get criticism

Posted: Sat Dec 31, 2005 8:46 pm
by pjw
primaltheory wrote:it's the only way you'll get criticism
No it's not. It helps sometimes.

/me downloads

Edit--Suggestions:

1. There's a little lip/ledge leading to HB that I kept wanting to walk along. I know you have an extruded wall bit above it, but it still seems weird to not be able to walk on it--I'd suggest sinking it into the wall.

2. The one tele that just moves you straight up one floor seems odd. I'd remove it and do something clever--either with a lift, or a ramp/slope jump of some kind.

3. I'd change the floor texture on the curved ramps to MH to something borderless (e.g. plain metal or concrete) and then use "Natural" on the surface inspector to eliminate the stretching and bending that you get when you fit a texture to a curved patch.

4. This is a relatively small map, and it's possible to grab all three major items in just a few seconds. I would strongly consider losing the MH <--> RA teleporter pair as well, and just have no teleporters, since they allow you to go MH --> RA really quickly...or at least lose the one at MH, or have it go someplace else...

5. Make sure all your weapon stands are "solid" "0" to avoid bumps.

When you get around to doing proper lighting, be sure to assign a shader to each light, and to pull out the center and adjust it for each light--lighting in this engine is really fun and you an do really cool things, but there are a lot of options and it takes some time to do it right. :)

Posted: Sat Dec 31, 2005 9:06 pm
by primaltheory
pjw wrote:
primaltheory wrote:it's the only way you'll get criticism
No it's not. It helps sometimes.

/me downloads

You're a saint, you download everything, but many people don't care if there is nothing to show...

Posted: Sun Jan 01, 2006 4:15 pm
by dAde
Thanks pjw!

Screenshots posted, i hope you're all happy and satisfied right now ;).

Posted: Sun Jan 01, 2006 8:39 pm
by Johnny Law
Download link seems to be b0rked.

Posted: Sun Jan 01, 2006 9:37 pm
by dAde
Here's mirror. Have fun :).

Posted: Sun Jan 01, 2006 10:29 pm
by Johnny Law
Quick comments:

- The layout seems pretty tasty at first glance.

- The spots where curved floors meet flat floors are awkward.

- You ABSOLUTELY need more player spawnpoints if you want people to playtest this.

- The current player spawnpoint is not in a good place. Too many lines of sight to it. Also, it gives the spawning player a free railgun (basically) which is odd.

- Why make it tricky to reach the hyperblaster? Hyperblaster is a secondary weapon.

- Weapon spawnpoints in the Raven maps are solid 0 and noclipmodel 1. Might as well do the same... it's icky when your player experiences them as speedbumps. (P.S. This is especially true for the weapon spawnpoint model that is currently under the hyperblaster.) (P.P.S. I see I am not the first to say this!)

- The monochromatic look is kinda interesting, but I'm not sure that it will go over too well with a wide audience, if you care about that.

Posted: Sun Jan 01, 2006 10:38 pm
by dAde
Working on 2nd beta, which I'll probably release after making lighting.
I already changed some things, for example those solid models under weapons or HB place.
Well, you will see ;).

What I need, are comments and suggestions about item placement, so pleeeease post them :D.

Posted: Sun Jan 01, 2006 10:44 pm
by primaltheory
Yea, the everything is gray exceppt the sky look is different, but it doesn't look cool, know what I mean? IMO From the pictures, everything seems a flat grey, add shiny stuff in there!

(there is a blackwire trim texture that I think would look good on some pillars or somthing)

Posted: Tue Jan 03, 2006 10:13 pm
by dAde
Second beta ready to download.

Posted: Wed Jan 04, 2006 12:58 am
by jester!
We dont all need screenies to download a map like some of the heretics around here. :icon26:

Looking good so far, the little dead end you have in the second pic there, if you could shorten the block you jump off a bit it would be possible to jump earlier and still make it up which would be nice I think, the rail platform is pretty easy to jump to, but other then that not much to say, its very open but there seems to be quite a bit of health/armour around so it should be ok, rail will dominate so I would like to see that jump be a bit more difficult then the +forward +jump that it is now. :]

The floor being very dark there are also a few, maybe just one, ramp(s) that sneak up on you, maybe do something to differentiate it, add some trim to the ground or something to make it more visible.

Posted: Wed Jan 04, 2006 1:00 am
by primaltheory
Yea, flare trim would completely deck this thing out.

Posted: Fri Jan 06, 2006 7:41 pm
by dAde
New version - 3rd beta.

Download:
DOWNLOAD Q4DADE1
MIRROR

Posted: Sat Jan 07, 2006 4:25 am
by Jenny
3rd beta:

Visuals: Could do with a good overall upgrade.

Middle of map could do with abit of spicing up, that square upper tier platform is just too square, looks unfinished/ugly. Putting an RA/MH there would rejuvenate that area.