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Silicone_01 - Alpha (pre beta)
Posted: Tue Aug 15, 2006 11:48 pm
by Silicone_Milk
So... being bored at 5 in the morning I decided to "doodle" in the editor and see what came out of it.
I haven't personally been able to play it ingame due to Quake 3 giving me a black screen and freezing all processes forcing me to manually restart the computer.... and that's why Im actually posting it on the forums.
Quick, blocky construction so I can easilly make changes to the layout.
I would appreciate some thoughts, suggestions, etc on layout and item placement.
The map uses only two textures. Rust from the Base texture set and a lightning effect from the sfx folder so missing textures shouldn't be an issue.
Because I can't play it ingame I dont have screenshots =\
Feel free to take a look though -
Download Here
Thanks,
Silicone Milk
Posted: Wed Aug 16, 2006 4:51 am
by v1l3
Put the .bsp in a folder called "maps", and put the folder in a .pk3 using your WinZip. When you get even more bored, you could do that possibly.
Oh, and..how the hell you gonna get milk out of silicone :icon29:
Posted: Wed Aug 16, 2006 5:17 am
by Silicone_Milk
or... just save into your maps directory if it isn't too much trouble =P
a pk3 for just a .bsp file seems a little excessive in my opinion which is why I didn't bother to make a pk3. I only do that if I have custom textures/shaders/models or .aas files to include with the .bsp itself.
You wouldn't happen to have anything to say about the actual map though would you? I'd be very interested for some feedback.
Regarding your question: Very carefully.
Posted: Wed Aug 16, 2006 5:12 pm
by v1l3
I just put it in a .pk3 when I got it initially. Took two seconds. My thoughts were just that it was very small, even for a duel. Nice start...but I'd keep going on it without being speedy.
I've dealt with many silicone's, and all I got was excitement. No milk though...hehe. I was even careful :icon25:
Posted: Wed Aug 16, 2006 11:19 pm
by Silicone_Milk
Very small? Hehe you should see the inf_speed3 map. It's two rooms joined together by two halls each on top of each other =)
I actually was thinking about adding another room to the map with a third level added to give people more motivation to move to areas of the map that looked a little empty.
Silicone_Excitement doesn't sound nearly as good or fun as Silicone_Milk =)
Posted: Thu Aug 17, 2006 2:46 am
by v1l3
inf_speed3 is a speed map(construction time)hence it's name =>
-To second comment: very true..good point
Posted: Thu Aug 17, 2006 2:53 am
by Silicone_Milk
good point.
I added some things... almost done with the new alpha.
Jumppad added in RL hall which goes to third story
Third story added. Consists of three rooms.
Moving RL and PG around because the new jumppad will let you get both weapons within a really short amount of time.
Posted: Sun Aug 20, 2006 3:38 am
by Silicone_Milk
alright here's the updated version of the map.
Comments, thoughts, suggestions, etc please =)
Silicone_01_Alpha_2
Now - in a pk3!!

Just for you v1|3

Posted: Sun Aug 20, 2006 10:07 am
by wattro
screenshots = download
Posted: Sun Aug 20, 2006 1:38 pm
by Shallow
Screenshots are pointless for alphas because they're usually monotextured boxes with items in. If you won't download a layout test without screens, I doubt a screenshot of what it actually looks like is going to persuade you.
That said, pk3s are good because they make life easier for your prospective testers. Unfortunately this pk3 is broken, maps go in the maps folder
So yeah there is actually a map to test here...
The top level feels too remote from the rest of the map and generally very empty with all the long passageways. Feels like a five minute trek around there. Mind you it took five minutes of running around before I found the unmarked JP in that pitch black corner near the RA.
The jumppad that's placed in the middle of a passageway is kind of irritating, they can work but need more careful placing than this one has at present. I get the feeling the idea of this is not to create a passage but that the jumppad is accesible from two directions, however if the excessive ammo cache wasn't there the connection from the SG atrium is redundant as there is another route up in that room anyway. I think you should either lose that link or recess the JP into the floor so you can jump over it. (It's also possible that my irritation stems from the jumppads in general being unmarked with rather wider triggers than I'd expect)
I'm sure you don't intend for people to be able to RJ onto the walls so you should probably lower the sky before they get used to it as a tactic
For testing purposes you should probably use a brighter sky (most of the default hellish id ones are very dark and require a lot of extra light sources placing to be useful) and put in a little ambient or minlight. Yeah ambient is arse but it's fine for alphas, miles better than being unable to see anyway. Using one additional texture for floor surfaces helps people navigate too. And mark your damn jumppads you rapscallion :P
Posted: Sun Aug 20, 2006 5:19 pm
by Silicone_Milk
Yea I know screenshots = downloads. As Shallow said though, really no point as it really is a monotextured box with items =P
the pk3 is broken you say?!
Egads! That's what I get for doing it half-assed and in a rush to go play my newly fixed Quake 3.
Ill fix it right now and replace the download with the working one =P
The top level feels too remote from the rest of the map and generally very empty with all the long passageways. Feels like a five minute trek around there. Mind you it took five minutes of running around before I found the unmarked JP in that pitch black corner near the RA
This acutally made me laugh pretty hard when I saw this.
After fixing Quake I took a test run in the map and noticed the halls being kinda long and empty. I tried several items in the halls but being so close to the RL I didn't think it would be balanced very well.
Ill add a light for you =P hehe
I actually found myself kinda irritated when running in the lower path and hitting the JP to just get hung up on the ceiling because the pad was too wide. The original idea was that the upper access from the SG area was a one way only that made you have to use the lower area path to get to the JP. The addition of the stairs across from the upper access to the JP made me remove the patch that made it one way only.
No I dont intend for people to RJ on to walls... but I had a ton of fun doing it myself =)
I dont like ambient lighting. Period =P I suppose I could use it though and take out the light sources that I do happen to have in it.
Next alpha will have jumppads marked
Thanks for the feedback =)
Posted: Mon Aug 21, 2006 5:45 am
by Silicone_Milk
New pk3. Should work now....
THE NEW PK3 
I need to be smacked if this is broken too ><
Posted: Mon Aug 21, 2006 5:55 am
by wattro
Shallow wrote:Screenshots are pointless for alphas because they're usually monotextured boxes with items in. If you won't download a layout test without screens, I doubt a screenshot of what it actually looks like is going to persuade you.
nah... screenshots show a glimmer of possible potential. it's nice to know if you are getting a boxy tight map or a larger open map, etc, etc...
Posted: Mon Aug 21, 2006 12:49 pm
by Silicone_Milk
Wattro - Would you happen to have some feedback on the map itself? I'd like to hear it if you do =)
Posted: Tue Aug 22, 2006 3:59 am
by wattro
hmm maybe i am a newb at filefront but I am getting...
Invalid Key or in use or Missing File
I just registered an account with them and was logged in with it...
anyways, my first piece of feedback is I had trouble finding the proper download link in the thread. it would be nice if the first post was edited.
secondly, i'll gladly provide some feedback since all I did was come in this thread and give a half-assed contribution

Posted: Tue Aug 22, 2006 4:01 pm
by Infernis
I would if I could!
Invalid Key or in use or Missing File
Your download key for the requested file is invalid. Download keys are only valid for 48 hours. Once your download is complete, the key is no longer valid. Keys are also only valid for the original server.
Posted: Wed Aug 23, 2006 12:34 am
by Silicone_Milk
lol ok there we go. Link's been updated on the main post.
Posted: Wed Aug 23, 2006 6:37 am
by Infernis
It gives the same error.
Posted: Wed Aug 23, 2006 7:01 am
by Silicone_Milk
Are you serious?

Posted: Wed Aug 23, 2006 7:07 am
by Silicone_Milk
k the link works now.
I tried downloading it and it was giving me the same error.
After deleting it and reuploading it still gave me the same error so I imagine the download key was associated to the original file and since that was long gone it was giving the missing file error.
The renaming the file fixed the problem. Click the link. It works now. Finally :icon32:
Posted: Tue Sep 05, 2006 4:09 am
by Silicone_Milk
*cough* Ahem.
I have an update.
I moved a couple things around including the rocket launcher to the spot that had the red armor and the red armor into the upper hallway that's now *slightly* more difficult to navigate
You'll need to keep jumping in that hall... don't try to just run straight :evil:
Jumppads marked. :icon25:
I'm still pushing items around and I think details added might adjust the play very slightly.
Download New Version Here
oh screenshots =P

Posted: Thu Sep 07, 2006 6:00 pm
by pjw
I gave it a very quick look just now, and the stuff that mainly stood out is the RA and RL placements.
I can't say I'm crazy about the moving-bridge-o'-doom past the RA. It's not really that difficult to cross--it's just kind of weird...
I think it would be better if you put some hazardous substance in the pit and a (slightly fussy) way out, and removed the movers and put a passage around the pit, so people could either bypass the RA via the passage (to cross the pit area), or have to make the hop and skip along the RA ledge if they wanted the armor (and take a chance on falling in the pit and taking some damage while making their way back out into the rest of the level. It's not really that hard to make the jumps, just tough to avoid getting hung on the corner, so you have to be precise...
RL should be a bit more accessible, IMO. It's kind of oddly-placed...maybe MH there? Not sure.
I'll try to run around a bit more later, but I may not have time for a while...
Posted: Mon Sep 18, 2006 3:15 pm
by Silicone_Milk
pjw -
Concerning the moving bridge-o'-doom, I agree that its weird. Personally I like weird :icon25: and the intention when building it was to make it so if you had somebody on your tail you could lose them on that bridge when the movers moved down into the insta-death fog so either your follower would fall or have to wait.
I do like your idea about the hazardous material at the bottom and the path around the pit. I may dick around with that for a bit.
RL Placement - The funny thing about you suggesting a MH there is that I did, in fact, have a MH sitting there originally after moving the RA from that location. I figured having the MH there and the two Large Healths at the base of the jump pad leading to the MH kinda overcrowded that area with health.
I didn't want the RL too easy to get to but I think it might benefit from being in a more open area where you can get to it from multiple places.
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Unfortunately I wont be able to work on anything for 11 months for certain reasons :icon33: :icon23:

:icon13: :icon8:

Posted: Wed Nov 15, 2006 4:00 am
by Silicone_Milk
Silicone_01_Alpha v. 3 released.
Back on a working computer that has GTKRadiant again. Decided to see what I could add to the map.
Here's what I came up with
The Map
Posted: Wed Nov 15, 2006 11:22 pm
by Silicone_Milk
Screenies:
Old Bridge o' Doom - Alpha 2:

Bridge o' Doom - Alpha 3:
about the only major changes.... that and a slight adjustment to item layout.