invertedpenguin - by Fjoggs and voodoochopstiks

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

invertedpenguin - by Fjoggs and voodoochopstiks

Post by voodoochopstiks »

Decided to give this bastard its own thread, been showing it in the screenshots thread a little. It's a 2vs2 map for CPMA.

http://www.chimpans.se/map_invertedpenguin.pk3 <- a beta is availible here, still a WIP of course.

http://www.chimpans.se/ip/ <- some semi-old screenshots are viewable here
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Dark! D:


EDIT: Also, try to guess who created which areas. Could be interesting. :p
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

1.jpg (V)
2.jpg (F)
3.jpg (F)
4.jpg (V)
5.jpg (F)
6.jpg (F)
7.jpg (F)
8.jpg (V)
9.jpg (V)
10.jpg (V)
11.jpg (F)
12.jpg (F)

:icon19: I've seen more of Fjoggs work than voodoo, so anything that looked close to Fjoggs (imo) I just guessed it was him doing it.

Kick ass btw, looks very nice!
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

Very impressive! Great looking map, good flow, good layout, good dimensions. Most of my issues with the map were technical or visual. However there were some gameplay issues as well.

First, there is way too much health on this map. In almost every corner there is either a 5 or a 25 health.. 3 or 4 in one room sometimes. You need to keep the players moving and working to get the health :) Also, I wouldnt put any health near the dropdown for the mega or right outside the mega room.. but thats just personal preference.

The door in the room above the mega area isnt recognizable as a door.. looks like a wall. Maybe you could add some detail to make it look more like a door. There is also exposed caulk which can be seen when the door is open.

Did you mean to put a trigger hurt in the liquid behind the RA? If you dont want that liquid to hurt you, maybe you should make it a different texture than the other liquid which does hurt you to avoid confusion.

There is one spawn that is too close to the edge of a ledge. Upon spawning, ones natural instinct is to run forward, especially in an intense game.. and its frustrating to spawn in such a position that your almost guaranteed to fall off a ledge. Heres the spawn:

Image

The PG needs its own area imo - at least a platform or something for it to sit. It looks like its balancing precariously on the stairs.

Its a little dark too :)

I found a few z-fighting issues, misaligned textures, and visible caulk.. I can post screenies if you like, but since its a pretty early beta, I dont know if you want that kind of feedback yet.. Let me know if you do and ill post some screens!

Great looking map though, it looks like the perfect size for 2v2, and it flow quite well..
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

oh yeah, missing tex:

Image
Pext
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Post by Pext »

i noticed some some strange visuals next to one of the rocketlaunchers at the wall seperating the walkway from the ra room.
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

this is a mid-beta tbh, so any bugs would be nice if you posted, z-fighting, misaligned textures and visible caulk are lovely to see pointed out. I'll fix what was pointed out.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

gotcha..

here we go:

Image
visible caulk

Image
z fighting

Image
visible seam

Image
visible seam

Image
Clip the walls maybe?

Image
Technically not a misalignment, but it just looks really odd..
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

thanks, btw, the blood is supposed to damage you.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

I think the walls up there will be kept unclipped. They are not a nuisance imo, and they may be used for some 1337 trick :D
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
megaman
Posts: 23
Joined: Sat Feb 26, 2005 12:55 pm

Post by megaman »

omg, this has no flow whatsoever in vq3. but im pretty sure as true cpmaers this wont interest you :)
also it looks horrible in my play cfg ... i especially like the picmip5 chessboard white and pink step texture at one place.. also you MIGHT want to try and tone down all that coloured lighting.
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