Fjo3tourney1 - ECP - Final Beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Fjoggs
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Fjo3tourney1 - ECP - Final Beta

Post by Fjoggs »

Eh, right. As usual I spent way too long start to finish, where most of the time spent is sitting on my ass.
Almost two years from start to finish.

Changes:
Optimized performance
> Hinting finished. I CBA to do more, spent way too much time on it already.

Item placement changes
>Moved some ammo boxes/health
>Added a Green Armor in the low hallway near MH.

Download Link:
Fjo3tourney1.zip

Screenshots:
Image
Image
Image
Last edited by Fjoggs on Sat Jul 08, 2006 8:20 pm, edited 2 times in total.
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Foo
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Post by Foo »

I had no idea this was in beta.
Fjoggs
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Post by Fjoggs »

Not too hard to understand, since last beta was released in march 2005 :p
Map's been updated on the LEM server.
Hex
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Post by Hex »

Nice to see you're finishing this one off!

Screenshots of little things here:
http://mhgaming.com/forums/fjo3tourney1beta/

Good Job!
Fjoggs
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Post by Fjoggs »

Pic1: Hmm, can't see the rockholes. I'll look closer ingame afterwards.

Pic2: It was originally like that, but it was too annoying regarding rocketfire, so I clipped it out.

Pic3: I added a clip brush, so that the difference in height between the water and the floor only was 8 units. This removed the splishsplash sound. But, the water is only for looks anyway. ;)

Pic4: I'll fix that, cheers.

Pic5: I'll fix that too!

Thanks alot for the feedback! I appreciate it. :)
MegaMan44
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Post by MegaMan44 »

Ah now i get why i was so surprised of the lg plat - it wasnt there in the last beta's wasnt it?
Fjoggs
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Post by Fjoggs »

It was added in beta3, so if you played any of the earlier betas, then it should been suprising. ;)
AEon
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Post by AEon »

Takes a while to understand, but pretty nifty layout.

Probably too late for it, but for us vQ3A players, fixing the missing elevator sounds would be nice :)


Just had the probably biggest surprise in a Q3A map. I finally found the RG, later hanging out around the MH, I saw the bot coming towards me from the lower level, suddenly she was up there coming from the RG. Made me wonder how the heck did she get up there? Then started to hang out near the RG, bot comes along, me thinking oh goody will learn a gameplay secret, and she just Rocket-Jumps up to the RG...

That was soo cool!

Probably the first time I have seen a bot actually do that.
Fjoggs
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Post by Fjoggs »

Ops, forgot to add the platsounds. I'll fix that in the final.
And yeah, the bots does suprise sometimes. ;)
Fjoggs
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Post by Fjoggs »

I made a small video showing the main tricks that one can do in CPM:

Fjo3tourney1-tricks-xvid.zip
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Foo
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Post by Foo »

I just played a round with housemate in OSP's bob-a-job promode mode (I see what you mean, the 'proper' promode is much better).

The map works nicely. I think one minor tweak might be to lump some of the health together so that it's not so evenly spread on the level. For example, there's a 25h by the low RL and another one next to the RA. I would lump them both next to each other at the foot of the staircase between the RL and the RG.

Second, there upper RL room might benefit from some health. Mebbe instead of the 50h in the middle corridor (I don't think it's warranted... that corridor is already heavily contended without the 50h).

There's some unclipped bits by the RG which almost got me fragged, I pointed it out in my demo.

Last... I'm not sure on the GL placement. It feels like there's too many weapons on the upper area and not enough down below. Perhaps having it down in the very center area may give the down player more oomph.

demos in a sec.
Fjoggs
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Post by Fjoggs »

*awaits demo* ;)
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Foo
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Post by Foo »

Silicone_Milk
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Post by Silicone_Milk »

whoohoo! I remember downloading an earlier beta of this back when this was first announced.
I had a lot of fun with this map =)

If it weren't for SkinNCNMaster I probably wouldn't have seen this map earlier because he had me download it to take note on how you did the rock construction since I was sucking at making a rock tunnel for his pondlife map.

After many hours and many retries I finally got it down.. kinda. But he ended up optimizing the brush construction hehe.


This map is great. Had me playing against bots for an hour lol. The textures are neat and the layout is pretty cool after I finally got it down.
Great work Fjoggs. Glad to see the map coming to finalization :icon14: :icon25:
Todtsteltzer
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Post by Todtsteltzer »

When I saw that you put this map up on the server (without any hint that it's still beta ;)), I thought you'd decided to make beta 3 the final version. Nice to see that you're still working on it.
...and now keep up the good work and present a final version to us soon, you lazy bum :p.
Fjoggs
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Post by Fjoggs »

Tod: Hehe, I'm sorry for being lazy :( Not my fault, the .. uh .. lazyforce made me do it! Seriosuly :(

Foo: Working on the health placement now, and reconsidering GL placement.

Silicone: Thanks! Say hi to skin from me. ;)
Silicone_Milk
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Post by Silicone_Milk »

np and to tell ya the truth it's been quite some time since Ive seen Skin anywhere. I wonder what he's up to right now and what amazing map he has cooking in the oven at the moment.
Oeloe
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Re: Fjo3tourney1 - ECP - Final Beta

Post by Oeloe »

Fjoggs wrote:Changes:
Optimized performance
> Hinting finished. I CBA to do more, spent way too much time on it already.
FPS drops to as low as 60 in some places on my system with a GF4 Ti4200 (XP 1700+ system) (hardly any difference between HQ 1152x864 or 800x600 vertex and picmip config). :tear: At RG tris go from 10000 to 3500, causing FPS jumps. At other places tris reach 16000. I'll put in my 9800 Pro to see what happens with that card...
Last edited by Oeloe on Sun Jan 29, 2006 10:58 am, edited 1 time in total.
Lenard
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Post by Lenard »

I am so hapeh.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
o'dium
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Post by o'dium »

Thsi map is screaming "Update my textures and make for Quake 4!"
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Foo
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Post by Foo »

A bit more play on this map today and I threw the following thought:
Image

This ledge is quite a set piece to be holding just 20h when there's so much health elsewhere on the level. Perhaps 1 50h would make this an interesting spot for some action. The risk of jumping across would carry more weight.

Image

This area in general feels like it needs developing a bit, but I can't suggest exactly how. The area feels cramped but at the same time the route to the RG feels too long. How would it play with the staircase to the RG moved to the opposite wall, thus shortening the trip distance to the RG and allowing the length of the room to push out a little more?

EDIT: Some more:

A see-through bit above this doorway:
Image
And some random tiny cracks in the rock (to the left of the crosshair in the second shot. Tiny.
Image Image

Was there water here originally? Because it looks like there was water here from your choice of floor texture. If not, the texture and location of this corridor (between the stairs and quite low) makes me want there to be water here:
Image

Given the performance you probably get around this point of the level I dunno if these flags are worth having. They look odd from this angle and they're not prominent - the performance impact probably outweighs the visual gains in this case:
Image

Last nitpick. This texture looks like a stock id one (the purple metal). If you're going custom textures you might as well replace this with a custom too, cause if anyone wants to integrate the level into a non-Q3-based game (*cough* cpma standalone *cough*) they would have to work around it:
Image
Oeloe
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Post by Oeloe »

What i forgot to mention: the clipping over the rocks in the water at MH are not level enough. One of them (upperleft) sticks out and if you're strafejumping towards MH, you can bump into it with your feet, taking away your speed.

Btw the (non-ambient) core drone sound cuts off quite suddenly when going up either of the stairs of the long RL-YA hallway. Dunno if this can be 'improved' in any way...
v1l3
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Post by v1l3 »

I'm getting a weird thing happening, that I've never had happen on a map before. If you go to the center room of the map, and grapple hook up to the top to look at the skybox, and hold yourself there for 4 second or more, it kicks you to the main screen. When I ran it in Cpma, after it kicked me to main screen, all of a sudden I noticed that I could see through xaero's skin which is on the main screen in Cpma.
So i figured it might just be a Cpma thing, so I loaded it up in Osp next, and did the same thing. I grapple held myself on the top of the map in the center room, and looked at the skybox, and it kicked me to main screen in Osp also.
I checked the console in both mods, after they'd kick me to Main screen, I'd recieved no error message in either. Kind of odd (shrug) ..dunno what's causing it.

I went up there intentionally to see if there were lines in the skybox, which there aren't. =) Very nice

I also noticed that if you load a bot in Cpma skills 6-100, that movement gets a little stuttery.

Other than that....map is looking great. I dunno if it's my video card or not=/ Someone else need to try grapple holding in the center room, and hold there and look around for at least 10 seconds. Maybe someone else can figure it out. =)
Oeloe
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Post by Oeloe »

v1l3 wrote:I checked the console in both mods, after they'd kick me to Main screen, I'd recieved no error message in either. Kind of odd (shrug) ..dunno what's causing it.
Too many maps in baseq3 to be able to read the error probably?
]/callvote grapple 1
[Oeloe] called a vote.
Vote passed!
Hook: Offhand
********************
ERROR: SHADER_MAX_VERTEXES hit in FillCloudySkySide()

********************
----- Server Shutdown -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
So it happens here too. Not after 4 seconds but immediately when grappling to certain spots (highest point you can grapple to in the core room.

I already noticed this map is quite performance heavy; it looks like it even surpasses the amount of shader operations on vertexes the Q3 engine can handle, when you grapple to that high spot. It didn't happen when going there with noclip though, i believe... I'll try it with flight. :)

You're right about the bots too. When adding any bot with skill 6 or higher, everything gets choppy. Not good... :paranoid:
Fjoggs
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Post by Fjoggs »

Duh, I thought I had fixed the skyshader. Oh well, I'll have it sorten out in the final. It' happens because the skyshader contains more then two stages.

Foo: Hmm, IMO the sound cue given by jumping to the 4 smallhealth isn't something I'd worry about when playing, since It's such a small manoveur (spelling?). It doesn't really give away your position.
I'll see what I can do on the MH room and the rocks.
Nop, no water, just a random floor texture.
I'll remove the flags.
The grate's producing the shadows are ID aswell, but tbh, I can't see a CPMA standalone happen. Even though I'm making a map for them if it does.

Your last shot doesn't load for me. o.O

I'll fix the clipping and the texture.

Cheers for the feedback! :)
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