Fjo3tourney1 - ECP - Beta 2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Fjo3tourney1 - ECP - Beta 2

Post by Fjoggs »

[x-post from (insert 1 of 5 forums)
Ugh, took some time to get this shit into the next beta. Something like 5 months :P
Don't worry though, I did not work on it that much. xD

Naughty list:
-It might be quite dark for some, as I can't honestly remember how my monitor is compared to others.
-The stupid flags didn't lit properly, and I couldn't arse myself to do the compile one more time.
-The rocket isn't "huge ass" like I said, and it's quite square. But you can't get it all now can you. :P
-Something funky happens every now and then at the plat near RL/YA, where you hit an invisible brush. Gonna look into it for the next beta.
-Bad r_speeds. Max 20k, tried my best to lower it but couldn't get it any better.
-Haven't optmized it for bots yet. Do that in beta3

Now for the shots:
Image
Image
Image

Download link:
Fjo3tourney1.zip
Wo1f
Posts: 19
Joined: Thu Feb 24, 2005 4:59 am

Post by Wo1f »

Nice. Beautiful map..doesn't look like quake 2 at all..it looks way better :D
Bots played pretty well...especially considering you haven't optimised them yet.

and on to the bugs:

http://www.infosprite.com/members/W01f/fj1.jpg
I was able to RJ up here. Not only could I see other rooms, but if I went high enough it would actually shut the map off with some weird error that I can't remember.

http://www.infosprite.com/members/W01f/fj2.jpg
Self explanatory

http://www.infosprite.com/members/W01f/fj3.jpg
Dont know if you did this on purpose, but you could clip right thru those brown grate things.

http://www.infosprite.com/members/W01f/fj4.jpg
If you stick to the left wall while trying to run up there stairs, you get stuck.

http://www.infosprite.com/members/W01f/fj5.jpg
The top circle is a z-fighting light. The left and right circles point out two things: 1- z-fighting (small and unnoticable, but still there). 2 - you get stuck if you stick to the wall while going up them.

http://www.infosprite.com/members/W01f/fj6.jpg
Kept getting stuck on this lift. If you go all the way to the back so you're sliding up the wall, you'll hit something and get stuck.

Also I don't have a pic, but on one of the other lifts (that leads to the RA I believe), if you got on its far right side, it didn't go up. This only happened on one side and only if you were pressed up on the left side.

Awesome map though..I love it :icon31:
Last edited by Wo1f on Sun Mar 13, 2005 7:07 am, edited 1 time in total.
"Just because you're paranoid doesn't mean they're not after you..."
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Thanks for the feedy wolf and kaz. I've fixed all the bugs you pointed out, and I'm working on the clipping now.
Gonna try to come up with something for the legde.
Thanks :)
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

this map is shit, scrap it and start over.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

love you too :p
Pext
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Post by Pext »

Kaziganthe wrote:- had the urge to explore the blocked off area near the 50+ :P
yeah :icon31:
Kaziganthe wrote:- seemingly useless ledge in middle room
LOS blocking? if so - is it needed?
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Maybe spruce that ledge up a little, make it go all the way to the roof or extend the platform above it to make a more interesting shape and make a roof out of it.

Are we talking about the same ledge?

I would love to get some games in on this map. If you get it on a server you should let us know.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

Nice to see this one again, Fjoggs :).

I couldn't resist to fiddle with the items a bit, because I think the area with the MH is very powerful (MH, LG, RG - YA and RL nearby) while the area with the RA is a bit weak (RA, RL, [GL]) and I don't like the 3 weapons in a row in the long corridor ;). Maybe you want to give this item placement (for use with d!ablo's editor or cpm) a try and tell me what you think.

...oh and before I forget, you have to turn your flags, the writing on the flags is mirrored :D:
[lvlshot]http://www.todt.die-hofstaetters.de/feedback/fjo3tourney1/fjo3tourney1_1.jpg[/lvlshot]
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Ops, that's what you get for being lazy and use FIT :p
I'll check out the item placement right now.

Thanks!
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Yeah, i was waiting for this map and waiting and... :]. Looks so great.

Check the clip here:
Image

Cuz you can fall down here:
Image
Here's also caulk on rocks.

And z-fighting here:
Image

Little shame map is based on yellow / orange only textures and lighting. Maybe add something different, "rock room" in one more place, or something else, cuz now map looks same all the time. Sometimes you can ask yourself "where am i?" ;P.
Overall very nice layout. I like brushwork :].
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

i remember this one - great brushwork!

Plays nice too.. :)

My only issue atm is the clipping, which has been mentioned before. I get caught up like.. everywhere :D

More later maybe..
Sweet map tho, could be really fun for 1v1.
ALMighty II
Posts: 30
Joined: Mon Mar 14, 2005 10:38 pm

Post by ALMighty II »

Sweet map. It's got that Quake 2 feeling, only it looks a lot better. I like the lighting, colors, and the brushwork is great! Biggest problem I found after a quick run seems to be the clipping, like the others said. And the mysterious ledge that goes nowhere, like Kaz said, although I found that area really cool otherwise. :)

Nice! :icon14:
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Thanks for the nice feedback, appreciate it. :)
The map is now optimized for both bots and players quite extensive. Hope I didn't overdo it. :p
Image

Interesting item placement Todt.
I've taken a few ideas from it and given it my personal twist. The LG placement was very wise. Thanks!
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

I'm glad you like it (most of it was your work of course ;)). I hope we'll see beta 3 soon.
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roughrider
Posts: 354
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Post by roughrider »

Hey Fjoggs, check your PM's on here dude.
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

he's on vacation, he's back on thursday.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
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