Page 1 of 1

Q4 - storm4dm2 - Hell Hole beta

Posted: Wed Feb 01, 2006 3:30 pm
by StormShadow
storm4dm2 - Hell Hole

This map is being designed for the fragarcade.com mapping competition.

Image

Image

This looks similar to my previous map - I used the same texture set and brushwork techniques - but I assure you its 100% original :)

DL here:
DOWNLOAD

Couple lighting bugs in the main arena. Also, grens go backwards upon exiting the tp - this is a id/raven issue however.

Gameplay feedback would be awesome, but all feedback is welcome :)

'to do' list:

-Lower ambient lighting, to create more contrast/less 'washed-out' feel
-Fix some texturing issues in the main arena
-Possibly expand the RA area
-Possibly expand the YA room
-Possibly replace stairs beneath PG with jpad or tp
-Possibly expand the lava in main atrium to make it more of a hazard

Any other suggestions are much appreciated.

Posted: Wed Feb 01, 2006 4:05 pm
by Oeloe
Looks really nice and interesting to play. :) I don't know too much about the lighting in Q4, but those light fixtures give a rectangular light spot with nice soft edges and the ambient light gives a razor sharp completely unnatural from light to shadow. Wouldn't it be possible to give the ambient light softer edges too? I think i've seen a D3 screenshot that someone posted here a while ago... When i saw those soft light spots, i looked up and expected to see the sky through an opening in the ceiling. :) Perhaps you could simulate soft skylight by making that hole and removing the model of that light fixture (and keeping the light source).

About those small stairs on the left in the first screenshot: when a player can't do that rampjump because he gets knocked past it by weapon knockback, maybe it's a good idea to make a small ramp (like Tymon uses them in his maps) against the face of that wall there so it's still possible to get up there to escape from an opponent?

Posted: Wed Feb 01, 2006 5:15 pm
by StormShadow
I can try adding textures to the ambient light.. that might help. I still have a lot to do in terms of lighting, so hopefully all of those issues will be resolved.

I actually had a small ramp (like in phrantic at lower YA) where you could do an easier rampjump if you missed the original jump, but I removed it. This was because I didnt want it to be too easy to get up there, the railgun is a very powerful wep (particualrly in q4) and I wanted it to be a little tricky to snag. Ill add it again for the next beta and see how it works out :)

Posted: Wed Feb 01, 2006 5:54 pm
by Oeloe
Well i have no idea really but i thought that if you wouldn't make that jump you could potentially be pinned down. Up isn't the only way out so an additional ramp may not be necessary.