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Coldburn Beta 2.0
Posted: Mon Jul 16, 2007 3:55 pm
by xXCastleXx
Sorry about the new account again.. while trying to update my old account I lost access to both accounts and now I have to use this one.. Would have posted this yesterday.
This is it. This is the final release before I pack this level up and ship it as a completed project.
done - Make sure all your pick-ups are at 16 units, and have nodrop 1
done - lower spec on rock texture
done - increase normal map detail. Use addnormals for increased detail
done - add a touch more color to lighting
done - double check for any over bright spots of lighting that can be fixed
done - resize entire level
done *no hallway under 192 units wide
done *update cave models
done - set up slope jump from under shard bridge
done - Complete new prop models
done - ambient sound pass
done - avoid turning level into fat wobbly ass
As you might see I cut a few tasks. Some of them didnt work out as planned and some just plain sucked lol.
Well everything seems to be in place and this level is really far along right now. I just want to get some more additional feedback. I am thinking the level will be ready for a full release by the end of this week if not sooner.
Thank you all for your help at the quake 3 world forums! I would post this update over on those forums right now but I cant as both of my accounts appear to have been locked! I'll try to get that fixed asap. Well anyway here is the level!
Heres my site:
http://lacedneptune.planetquake.gamespy.com/
Download Coldburn-Beta2 Here:
http://www.fileplanet.com/hosteddl.aspx ... le_dm1.zip (18,487 kb)

Posted: Mon Jul 16, 2007 4:46 pm
by wviperw
Looking rather good. I'll have to (re)check it out tonight after work.
BTW, you should talk to DooMer or raw about getting your old 'Castle' account back...
Posted: Mon Jul 16, 2007 5:25 pm
by xXCastleXx
I did..
what happened was I logged on to my old Castle account and saw that my email address was still my former Ritual email..
I needed to change it to the new email address that I have now.
Except it wouldn't let me change the email because another account already had it...
So I went to zZCastleZz and tried to change my email but it wouldn't let me.. I eventually managed to change the email to zZCastleZz to
email_not_up@gmail.com.. lol..
then I quickly tried to log on to Castle and it said I was trying to log on to an inactive account. I tried to log on to zZCastleZz and it seems even that one is now inactive. I sent an email to doomer and no response yet.

Posted: Tue Jul 17, 2007 5:16 pm
by Castle
WOOT
got my account back!!
Posted: Tue Jul 17, 2007 5:23 pm
by obsidian
Couple of odd shadows...

Posted: Tue Jul 17, 2007 6:18 pm
by Castle
Ah yes
One of the things about this engine that drives me nearly insane is making good cave piece models that both have seamless UVs and are properly lit. its a lot harder than it should be anyway lol..
luckily..
I can most likely fix those two though.
Posted: Tue Jul 17, 2007 7:13 pm
by Hipshot
How many "Castle" are there now?
Posted: Tue Jul 17, 2007 7:31 pm
by Fjoggs
There's only one. He who maps for food.

Posted: Tue Jul 17, 2007 7:35 pm
by Castle
3 lol
zZCastleZz
xXCastleXx
However Castle is the new permanent account for me.
dont send messages to the other 2 ect. this is the one for me.
Posted: Wed Jul 18, 2007 5:06 am
by pjw
I was a little short on time this evening, so I only ran around it for a few minutes, but it feels like a huge improvement all the way around.
I like the increased elbow room; even though I wasn't complaining about it being tight in the first place, it feels better now.
The rock looks hugely better to me, and the lighting is better as well.
I'd say it's ready to go, barring shadow weirdness.
Posted: Wed Jul 18, 2007 1:15 pm
by dichtfux
Looks good to me, only thing I's suggest is to place some of the minor items in the center of the corridors.
It may be o.k. for YA and RG, but who would risk getting hammered in a corner/wall for a pack of MG or SG ammo?
Posted: Wed Jul 18, 2007 2:44 pm
by Chi
looking good
btw, did you made the mars_v2 map?
Posted: Wed Jul 18, 2007 3:12 pm
by Castle
Chi wrote:looking good
btw, did you made the mars_v2 map?
yes
Goose did the basic pass geometry and I finished the levels design and reworked one of the areas almost entirely.
Posted: Wed Jul 18, 2007 3:19 pm
by Castle
dichtfux wrote:Looks good to me, only thing I's suggest is to place some of the minor items in the center of the corridors.
It may be o.k. for YA and RG, but who would risk getting hammered in a corner/wall for a pack of MG or SG ammo?
hmm this is a tough one for me yet you aren't the only one who mentioned it. while I have never been a fan of placing items in the center of a tunnel, I do understand this point of view.
My feelings are that if the items are located directly in the basic path it prevents people from having the choice to not pick them up and make less noise for the other guy to figure out where you are going.
perhaps what I should do is place the items so that they are closer to direct path to alleviate some stress of being hammered.
though when it comes to the 3 boxes of rocket ammo I kind of want those to be more risky to get since they are more valuable than other types of ammo. Same goes for shaft and slugs..
Ill try to strike a balance with this issue if possible.
Posted: Wed Jul 18, 2007 3:21 pm
by Chi
Castle wrote:Chi wrote:looking good
btw, did you made the mars_v2 map?
yes
Goose did the basic pass geometry and I finished the levels design and reworked one of the areas almost entirely.
hero! :icon32:
Posted: Wed Jul 18, 2007 9:24 pm
by g0th-
Wow The map is waaay better now. God job man. The terran is looking really good. It is now possible to move fast around the map without getting stuck for the most part. Only thing I don't like is the yellow lights at RA.. they look so out of the place.
Also did you know that it is possible to jump from the mid level up to RA using the terrain over quad, its kinda hard but its possible

Posted: Wed Jul 18, 2007 10:06 pm
by Castle
g0th- wrote:Wow The map is waaay better now. God job man. The terran is looking really good. It is now possible to move fast around the map without getting stuck for the most part. Only thing I don't like is the yellow lights at RA.. they look so out of the place.
Also did you know that it is possible to jump from the mid level up to RA using the terrain over quad, its kinda hard but its possible

wow I didnt know that.
really you think the yellow lights near RA look out of place?
strangely I felt they looked more in place with the yellow caution stripes next to them and the fall off being right there.
also you say for the most part as far as getting stuck on stuff.
are there spots you still feel are hard to navigate?
Posted: Thu Jul 19, 2007 3:31 am
by Castle
Alright!
all above issues have been dealt with.
no block shadows on cave pieces.
lesser items moved to be closer too the direct path
removed yellow lights near red armor
some misc stuff you most likely wont notice.
Since I released my doom 3 map today I will wait till tomorrow to release this level in its complete form.
Posted: Thu Jul 19, 2007 11:03 am
by hemostick
Ran around quickly.. nice job on the visuals and performance. Can't really tell about gameplay (since I was looking at the aforementioned two aspects).
Posted: Thu Jul 19, 2007 4:29 pm
by Castle
Ran around quickly.. nice job on the visuals and performance. Can't really tell about gameplay (since I was looking at the aforementioned two aspects).
with me the first two should be a given..
however the game play can be a little sketchy imo.
I am not sure how well the level would hold up if it was suddenly shipped off to become a standard CPL map or something like that. I am almost sure that the level would need to have changes made to be a true competition map.
It is kind of hard to get that kind of feedback with out the rabid player base that usually follows the CPL though.
I hope that the level holds up well enough in the game play department so it at least isn't embarrassing lol.. then again I did add a quad damage so I already screwed the pooch on that aspect.
adding quad damage to a competition map is taboo to the extreme. lol.. its like adding fog! lol...
suffice it to say when I started this level I wanted to be less strict and just kind of kick back and have fun with it. If anyone asks me to contribute the level to a competition map pack then a different version of the level would certainly be in order I think. Firstly removing the quad damage and moving forward from there hehe..
Posted: Thu Jul 19, 2007 5:11 pm
by hemostick
Well, you can easily disable the quad in tourney by adding the following key/value pairs to its entity
filter_dm 1
filter_tdm 1
That'll make sure it shows up in dm(ffa) and tdm, and not tourney (or duel in q4max). Apparently a single filter_tourney 0 doesn't do the trick

Posted: Thu Jul 19, 2007 5:57 pm
by Castle
but I like the quad damage for casual play and even 1 vs 1s hehe
I already packed the level up and put the final version up for download. Site is updated ect.
I'm about to update here on this forum too.
I think for the level to be 100% true to competition maps I would need to change more than the quad.
Posted: Thu Jul 19, 2007 6:12 pm
by telmarine
Castle wrote:Ran around quickly.. nice job on the visuals and performance. Can't really tell about gameplay (since I was looking at the aforementioned two aspects).
with me the first two should be a given..
however the game play can be a little sketchy imo.
I am not sure how well the level would hold up if it was suddenly shipped off to become a standard CPL map or something like that. I am almost sure that the level would need to have changes made to be a true competition map.
It is kind of hard to get that kind of feedback with out the rabid player base that usually follows the CPL though.
I hope that the level holds up well enough in the game play department so it at least isn't embarrassing lol.. then again I did add a quad damage so I already screwed the pooch on that aspect.
adding quad damage to a competition map is taboo to the extreme. lol.. its like adding fog! lol...
suffice it to say when I started this level I wanted to be less strict and just kind of kick back and have fun with it. If anyone asks me to contribute the level to a competition map pack then a different version of the level would certainly be in order I think. Firstly removing the quad damage and moving forward from there hehe..
if you ever made a competition version go to esreality.com, most people who care about those kinds of maps post there, you could get a lot of feedback.
Posted: Thu Jul 19, 2007 6:32 pm
by Castle
Site bookmarked!
I wish I knew about this sooner! :icon23:
Posted: Sun Jul 22, 2007 4:27 pm
by g0th-
Castle wrote:g0th- wrote:Wow The map is waaay better now. God job man. The terran is looking really good. It is now possible to move fast around the map without getting stuck for the most part. Only thing I don't like is the yellow lights at RA.. they look so out of the place.
Also did you know that it is possible to jump from the mid level up to RA using the terrain over quad, its kinda hard but its possible

wow I didnt know that.
really you think the yellow lights near RA look out of place?
strangely I felt they looked more in place with the yellow caution stripes next to them and the fall off being right there.
also you say for the most part as far as getting stuck on stuff.
are there spots you still feel are hard to navigate?
What i mean with the yellow lights is that I think its a very drastic change between the metal lights and the ground, pherhaps you can make the lights nonsolid and put them 2-3 units above the ground to make it look more "integrated" into the level (texture the sides and angel them 45 degrees). But this is just my opinion.
About the movement what I ment was that on the way from quad to the jumpad I always bang my head onto this "brigde" kinda hard to change that now though but on the good side you can use the terrain to jump up to the "brigde" without using the jumpa at all.