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Mashup Call - Q3skOreDM1_beta

Posted: Wed Jan 11, 2006 2:07 pm
by -=skOre=-
Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image

Well, how long has THAT been? :dork:

Maybe two years or so... Just found out that I was bragging about my map back then and never properly released it. Not that I would do that now, but I want to share it at the beta status it was. Whoever has interest in mashing, cleaning or remixing it, just go ahead :)

The map is largely optimized regarding tricount (12k max), caulking, hints, botclip (although it doesn't have an aas yet) (and I'm not sure if I did all of that stuff right). It also uses quite some of my electronics and other stuff:

-The teleporter launch pad leaves a trail when somebody uses it (lights on the ground)
-The weapon-pads have animated sequences while loading for the next weapon
-The console near the quad/regen shows the status of the weapons
-The small channel with the armor shards/YA has a display in front of it showing its status

and there might be things I forgot :)

There are some parts of the map that are not completed yet and others need optimization. I worked on the weapon- and item-placement with wvw, though I still think that these could be optimized as well. Wandering around in it, I also found some brushes that did not properly match and a few misalinged textures. Report errors you find here if you like :)

These are the files:

The pk3 with everything in it
The zipped .map file

better sv_pure 0 and devmap load this thing, as there might be things missing...

Do tell if you need some other data, like the Particle Studio files I used or something like that...

Enjoy it! Checking it out myself after ages, I wondered how I put all this strange stuff in it. Still one of my favourites. Thinking about releasing q3skorectf8 this way as well... Feels good to be "back" :icon26:

forgot to add: if you do something with it, give proper credit :icon31:

Posted: Wed Jan 11, 2006 2:11 pm
by -=skOre=-
Forgot to add this pic (wont fit the post above anyways):

Image

Posted: Wed Jan 11, 2006 2:16 pm
by sumatra
Wow was the first thing that bumped to my head.
Just wanted to express that.

:icon31:

Posted: Wed Jan 11, 2006 3:40 pm
by Chi
sumatra wrote:Wow was the first thing that bumped to my head.
Just wanted to express that.

:icon31:
Wow indeed, it looks very impressive.

Posted: Wed Jan 11, 2006 3:56 pm
by -=skOre=-
Thanks guys :)

Posted: Wed Jan 11, 2006 4:34 pm
by obsidian
Say, I remember running around in that map! Cool to see it again. BTW, are you going to actually finish it? Post above seemed a bit ambiguous as to what you're planning to do with it.

Posted: Wed Jan 11, 2006 4:38 pm
by wviperw
Tastilicious!

Posted: Wed Jan 11, 2006 4:42 pm
by -=skOre=-
I don't know if I will finish it, I hope to find somebody to lend me a hand on this :) I really have no time to do all that compiling and testing atm, and I'm hopelessly out of the mapping turns...

Posted: Thu Jan 12, 2006 12:46 am
by AEon
I remember checking it several months ago, and how impressive all the detail was. The map easily contains more design ideas than 2-3 "normal" maps have. Nice mix of Tron and Halo look. Great glow and textures.

The good:
  • To me this is more a 3D sculpture and a show-case map than a MP map.
  • Great inspiring visuals and clever gimmicks (respawn of weapons or the teleport tunnel).
  • Interesting original design
These are some of the impressions when "trying" to run the corridors:
  • I keep hitting something when running.
  • "Holes" are too tight to jump down (e.g. MH)
  • Many areas are claustrophobic, due to the tight walkways and low ceilings.
  • All the glow makes it very hard to "see" your way. Not sure how this works out with bots once they work in the map. But I am guessing "difficult".
  • Just a personal observation, but I have a hard time finding "good" run paths.
  • Whenever I try to jump from one upper level ledge to another one I miss in Vanilla Q3A. (This may be intentional, or it is for skilled strafe-jumpers only, for "normal" players like myself this is frustrating).
  • Even though the respawn points for weapons are clever, I found them confusing.
  • The sound feedback when walking on the small health floor tiling is also a novel but again IMO distracting.
  • One of the corridors is not quite done?
All the above are obviously just my gut reactions. And since it is a brilliant show-case map I'd not change much.

Once I am back at mapping - hope this will be soon - I would like to try to add bot support to see how the map plays against AI.

Posted: Thu Jan 12, 2006 2:01 am
by surgeon62
I have a version of this on my HD dated 4-7-2002. I like it. Lots of unique stuff in one map. -=skOre=- ... pay no attention to the subliminal suggestion below:

MAP FOR Q4.... MAP FOR Q4... MAP FOR Q4...

Posted: Thu Jan 12, 2006 4:20 am
by obsidian
I had some suggestions way back when... even had some screenshots to illustrate. Probably out of date if you've updated it at all. *Downloads* I'll do some more playtesting for you.

I think you should really try to finish this map. Very nice, but needs loads of clipping IIRC.

Posted: Thu Jan 12, 2006 9:01 am
by -=skOre=-
Heh, so many names I recall :)

AEon:

Yup, spot on with most of the flaws.

Geometrics - I did some jumping around the map and found it challenging at times (like jumping over bigger gaps and such), yet almost all of the jumps I tried did work (vq3!), and dodging most of the stuff at the walls and so on works better the more you get used to it. Yet I agree that things could be optimized :)

Glow - This is a very complicated point for me as well. I find, that atm the map ranges between dark, nicely saturated and oversaturated. I found it to be a good mixture when I did it, yet it might still need tweaking

Sound Feedback - Yes :) This was intended to have its own sound.

Corridor not done - Are you referring to that part on the other side of the Tunnel that goes into the main area (that ends near the lower part of the stairs)? I had some kind of floor thing just like I have it for the main atrium (that blue glass on the floor), yet I cropped it again to not get this area too crowded. But it has appeared to me as well, that its too empty now.

surgeon62:

Yes :) This will be the one I entered for the Geocomp I think. And just that I read your post, something tells me that I should uhm, what is that... Clap for a cue before? strange...

obsidian:

Would be great to have some playtesting. It would already be great if somebody could compile an aas, since I'm so out of the loop, I don't even know how to do that...

Posted: Thu Jan 12, 2006 7:12 pm
by obsidian
Just some random thoughts while doing a quick run-around:

The bridge area with water underneath: either stick some item in the water or prevent people from jumping in in the first place.

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Reposition the targets of those jumppads so the player doesn't continually bounce up and down. Real players are smart enough to use air control, but bots will very likely get stuck here.

Image
Same as above. Maybe close off that hole with a glass trap door or something so people running over the hole won't fall in. Make it open when triggered by someone teleporting in.

Image
Orphaned sparklie flare (hard to see, but that blue speck in the middle of the screenshot). Pretty sure it's not supposed to be there.

Image
Maybe use more point lights here but at lower intensities to get rid of that odd blue light bands from nearby pointlights. Also, a little too blue here and in other corridors. Choose a better light colour that's a little less intense, like a darker blue or something.

Image
Not sure what this hole here is for. It's obviously a one way transport from the other room, but it's a little confusing. Way too dark inside and you should make it a little more obvious that it's only one way. I tried jumping in here only to be bounced back up, which was pretty disorienting. Plus it's pitch black down there. Flow to the other room is pretty easy since there is a short path there anyway, so this hole is pretty redundant. Not sure if you want to remove it completely or what.

Item placement: not much to say yet without some playtesting with bots. But I noticed that the RG, quad, RL are all placed within a relatively close proximity with each other. Not sure if that's going to cause problems with all three so close.

Oh, and lots and lots of clipping will be necessary before compiling the AAS.

Posted: Thu Jan 12, 2006 10:20 pm
by -=skOre=-
Ok, will give a detailed answer tomorrow, basically a lot of good points here!

Maybe I will get around laying my own hands at this. Can somebody help me out on what is the latest in compiling? Is it still q3map2? where do I get it? Is hro(correct?) still having his great compiling help?

Posted: Fri Jan 13, 2006 5:11 am
by obsidian
Unfortunately, Shaderlab's been down lately. Good thing is I have mirrors.

Latest version of Q3Map2 is in my signature.
Q3Map2Toolz Frontend: http://www.planetquake.com/hro/

Compile with:
-bsp -meta -patchmeta 8
-vis

Decent light compile switches (tweak to your liking):
-light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty

BSPC.exe for AAS
-bsp2aas -forcesidesvisible -optimize

Posted: Fri Jan 13, 2006 9:36 am
by -=skOre=-
ah yes, it all comes back :)

bridge area: dunno about that, I did put a teleport in the middle of the water, yet I don't think that its that obvious. I would hate to just clip the water off though... Item could be a good idea.

Jumppads: noted.

Sparklie: yes, seen that as well :) Wanted to have a lot of sparklies raining down, but unfortunately they went on and off according to their visibility (which was in this case set in the very roof...

Blue Channel: If I could work the rest of the map to be in a good mood, it might be cool to have something oversaturated. But will have to see...

JP-Channel: Well, difficult subject again. I think that without it, both sides would miss some nice architecture if I just crop it out. I might fit some strange/cool idea down there and make it a bit longer...

Posted: Fri Jan 13, 2006 11:57 am
by -=skOre=-
Oh, and check out the .map file, I already did huge amounts of botclipping :)

Posted: Fri Jan 13, 2006 6:49 pm
by obsidian
-=skOre=- wrote:Sparklie: yes, seen that as well :) Wanted to have a lot of sparklies raining down, but unfortunately they went on and off according to their visibility (which was in this case set in the very roof...
I had a similar problem with disappearing particles, which ydnar fixed. If it's simply a vis culling issue, then you're stuck and will have to work out some workaround. If it's the same problem that I had, it'll likely be fixed with a recompile using the latest Q3Map2.

Posted: Fri Jan 13, 2006 8:06 pm
by Foo
At this stage is it still cool for people to use the map and mess about with it?

Posted: Fri Jan 13, 2006 8:56 pm
by SonicClang
Wow, this looks absoteluly stunning. "Originality in level design"? right here man. This is one of the most interesting-looking maps I've seen in a long time. I can't wait to run through this tonight.

Posted: Fri Jan 13, 2006 9:44 pm
by -=skOre=-
Off course, just go ahead and do whatever you want with it foo :)

Yet I have to announce that yes, I fired up my gtkradiant again :) Started on some compiles (there was already lots of stuff to fix still, walls I deleted and such...). So maybe some of you want to wait until I release a cleaner version ;)

And thanks for the kind words SonicClang. Remember you as well from back then. Cool to see so many people again :)

Re: Mashup Call - Q3skOreDM1_beta

Posted: Sat Jan 09, 2010 12:10 pm
by -=skOre=-
Going through some old stuff on this forum, I found out that the links were broken in my postings - pictures and maps are back up now!

By the way: Did anybody ever do anything with these? And since I still have a lot of map files lying around - is anybody interested in these as well?

Re: Mashup Call - Q3skOreDM1_beta

Posted: Sat Jan 09, 2010 12:16 pm
by Hipshot
.map as in the source?

Re: Mashup Call - Q3skOreDM1_beta

Posted: Sat Jan 09, 2010 12:28 pm
by -=skOre=-
Yep.

Also: Here are all the .map files I ever did on this map in one file: http://www.skore.de/images/q3skoredm1/q ... ll.map.zip

Re: Mashup Call - Q3skOreDM1_beta

Posted: Sat Jan 09, 2010 6:12 pm
by Chretien
Shit man, the source file looks really complex. :O