q4: Spiral, beta 2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

q4: Spiral, beta 2

Post by Lukin »

AS always - I don't remember which forum's users prefer new topic for each new version, and which forum's users hate this :P Sorry if made a mistake posting new thread here ;d

DOWNLOAD
mirror

Anyway, 2nd beta is ready. I changed some things, some things still need to be fixed (sparkles :P), but I'm kinda satisfied how the maps 'looks and plays'. The big change is the return of a RG and one a new half-room which came to replace one of the jumppads.

More detailed changelog below:
- replaced one jumpad with a stairs and a semi-room
- replaced one of the rocket launchers with a railgun
- added some stuff (like this pillar on the 2nd screenshot) to avoid railwhoring
- fixed some issues with the water puddle, reduced the water noise
- fixed "black screen" showing when crouchliding up the stairs
- moved some ammo boxes, added RL, HB and GL ammo
- added 5 armor shards
- fixed the teleporter exit
- fixed some visual glitches
- made a few wall less "flat"
- moved the YA a little further from the RL (in the DeadZone mode)


dichtfux, promised shots:
[lvlshot]http://img452.imageshack.us/img452/729/shot000295ah.jpg[/lvlshot] [lvlshot]http://img452.imageshack.us/img452/2327/shot000308dv.jpg[/lvlshot] [lvlshot]http://img452.imageshack.us/img452/1587/shot000314px.jpg[/lvlshot] [lvlshot]http://img180.imageshack.us/img180/1650/shot000327yy.jpg[/lvlshot] [lvlshot]http://img180.imageshack.us/img180/8383/shot000339to.jpg[/lvlshot]

The fix for 'crouchsliding-under-the-stairs' is to put a ramp-like clip almost below the stairs. Water sound still isn't great, but it has improved. Unfortunately vanilla Q4 has no better water sound file than this one I used (or I couldn't find it).
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Got q4 now and just gave your map a try. Don't know nothing on q4 gameplay yet, but the map looks good, layout seems good, too.

This may have been posted in the thread on the first beta, but to me the liquids (the water as well as the green acid) look weird. Far too many small riplles imo.

Will give it a try with the SABot mod later.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

I like the rail-in version, actually.. I didn't think I would, with the LOS, but it's really fun. :icon31:
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Not sure I agree with putting the rail in.. but if you do keep it in, I would get rid of the tiny cracks you can shoot through between the metal beam pillars on the upper floor (near RG). There is like a 2 unit wide gap between them.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Good point wviperw, I forgot to put a fullclip brush there. And I know that I'm risking a lot with putting a rail on the map, but without it the game can turn into "cat and mouse chace".

Dichfux, this water material was made by guys from Ritual, and I'm too busy to sit down and polish it.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
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