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History Public Beta
Posted: Wed Nov 14, 2007 12:04 am
by Hipshot
Hello
http://www.zfight.com/misc/files/q3/history.rar ~30MB




No Bots (will come later). Pretty fun in FFA, but really stands out in TDM.
Edit: This is a revamp version of this map viewtopic.php?p=477479 it was made because a lot of players like the map, but they did not like the void. Removing the void and replacing it with something else took almost as long as making the original level =) Please do compare them...
Edit 2: Fuck I forgot to credit Shaderlab in the readme, soz about that, gonna chnage it for next update where I will try to get the bots working...
From the Readme:
============
Minor lightmap errors.
No bots.
Minor UV-errors on terrain.
Could be VISed better.
Good Night =)
Re: History Public Beta
Posted: Wed Nov 14, 2007 12:35 am
by rgoer
visually stunning map, but performance isn't the best... with a geforce 8800 GTX I'm getting 30-40 frames (at 1920x1200 cg_fov 120)
I'm going to try and get a game together with some buddies of mine to give you some gameplay feedback
Re: History Public Beta
Posted: Wed Nov 14, 2007 5:29 am
by Hipshot
rgoer wrote:visually stunning map, but performance isn't the best... with a geforce 8800 GTX I'm getting 30-40 frames (at 1920x1200 cg_fov 120)
I'm going to try and get a game together with some buddies of mine to give you some gameplay feedback
You should get stable 125 on this level. The highest tri-count is ~17 I think and everyone that played it had a full 125 FPS.
You need to start Quake with the nosmp.exe if you are not doing so, or you need to set your drivers (nV) for single core on the Quake3.exe.
http://www.esreality.com/?a=post&id=1391897
It's a known problem with nVidia 8800 series and thier drivers, not the same problem on GF7. I noted it when I got a new computer at work, my own Q3 levels dropped so much in FPS, from stable 125 before and at home, til like 40 at work with my brand new computer. You don't get the error with simpler graphics in other levels, like iDs own level...
Re: History Public Beta
Posted: Wed Nov 14, 2007 6:39 am
by v1l3
Looks interesting in the pic...looks like some of the textures you used in hipshot_dm6. I'll d/l it when you have working bots...I'm on dial-up and in the amount of time that it takes to get through 30mb, I'll wanna play it.

Re: History Public Beta
Posted: Wed Nov 14, 2007 7:17 am
by Hipshot
v1l3 wrote:Looks interesting in the pic...looks like some of the textures you used in hipshot_dm6. I'll d/l it when you have working bots...I'm on dial-up and in the amount of time that it takes to get through 30mb, I'll wanna play it. :shrug:
You really need to get yourself a real line =) The map is a revamped version of the "dm6" one I released last year =) Like 50% bigger...
Re: History Public Beta
Posted: Wed Nov 14, 2007 6:21 pm
by rgoer
ah thanks for the tip re: nvidia control panel and q3 threading controls--that fixed it, now I'm getting 125 fps as expected
Re: History Public Beta
Posted: Wed Nov 14, 2007 10:10 pm
by r3t
Very cool looking map! It's been a while since I downloaded a new Quake 3 map, but this one I just couldn't resist :-)
Re: History Public Beta
Posted: Thu Nov 15, 2007 6:08 pm
by Fjoggs
Excellent textures. Really good job!
Regarding gameplay, are you aiming for a competitive item placement or more funbased? The current leans alot towards the latter, but if you want I could come up with an alternative layout.
EDIT: nvm, talking to voodoochopsticks so he'll hear my ideas

Re: History Public Beta
Posted: Sat Nov 17, 2007 1:28 am
by LANKe
I'm having issues. That map crashes when loading. No console errors.
Re: History Public Beta
Posted: Sat Nov 17, 2007 3:47 pm
by g0th-
Excellent map.
I like you texturing style, it's very unique and it looks really good.
The only thing That I didn't like would be in the regeneration room and the connecting YA room where the red walls meets the grey/white walls. Also if you move from quad to RA you pass a little "room" with caves on the right side. Perhaps a pillar in the corner could be something to add there to make it look a bit more stable and structural. This is especially noticeable when you're watching it from the ground above, but the later its just a minor thing.
I didn't have any fps issues at all, +32000 and 6800 on 1600x1200 resolution.
Re: History Public Beta
Posted: Sun Nov 18, 2007 3:45 am
by Scourge
LANKe wrote:I'm having issues. That map crashes when loading. No console errors.
Have you tried it on a clean install? No mods, extra maps, etc?
Re: History Public Beta
Posted: Sun Nov 18, 2007 4:52 am
by LANKe
I just installed quake 3 again...
No mods, or maps added.
Re: History Public Beta
Posted: Sun Nov 18, 2007 4:53 am
by Scourge
Silly question, is it updated to 1.32c? Also, have you tried any other custom maps on it? If so, what was the result?
Re: History Public Beta
Posted: Sun Nov 18, 2007 5:03 am
by LANKe
What's 1.32c?
No, I'm just kidding. Ya, I've updated, and tried out custom maps. They work fine.
Re: History Public Beta
Posted: Sun Nov 18, 2007 5:33 am
by Scourge
I've run it on a clean install with no problems. Vid card drivers up to date? Uninstall the map and redownload and install?
btw, Hipshot, you need to look into your clipping. Didn't see this mentioned anywhere else, sorry if it was.
[lvlshot]http://www.jwivie.com/hip01.jpg[/lvlshot]
Re: History Public Beta
Posted: Sun Nov 18, 2007 1:45 pm
by Hipshot
There should be no problem installing and playing the level, I always tests my map in a clean .32c folder with no other maps. So the problem must be
local.
Fjoggs wrote:Excellent textures. Really good job!
Regarding gameplay, are you aiming for a competitive item placement or more funbased? The current leans alot towards the latter, but if you want I could come up with an alternative layout.
EDIT: nvm, talking to voodoochopsticks so he'll hear my ideas

Actually I'm not aiming for anything, it's just that I don't really play Q3 so I don't know exactly how to place items on a pro level, I place then so the map plays good in free for all kinda, these days I don't release the maps before I've play tested them also, so the quality is at least for the casual player.
If you wanna come up with a better itemplacement that doesn't alter the physical layout of the level I'm fine and open for all suggestions, if you tell chopsticks he is sure to tell me. He also suggested that I post the level in the promode forums, which I will do when I sorted the more common bugs.
g0th- wrote:The only thing That I didn't like would be in the regeneration room and the connecting YA room where the red walls meets the grey/white walls. Also if you move from quad to RA you pass a little "room" with caves on the right side. Perhaps a pillar in the corner could be something to add there to make it look a bit more stable and structural. This is especially noticeable when you're watching it from the ground above, but the later its just a minor thing.
It's just my laziness that hasn't made a proper cross texture from the red to the white and also that I in some way like the sharpness, even though it would fit better with let say a golden trim texture that separates the red and the white. I'm not entirely sure what you mean with the latter, can you maybe screen and paint for me?
Scourge wrote:I've run it on a clean install with no problems. Vid card drivers up to date? Uninstall the map and redownload and install?
btw, Hipshot, you need to look into your clipping. Didn't see this mentioned anywhere else, sorry if it was.
IMAGE
Thanks, last minute miss thing =) I extended the roof for the lightmap to become better, guess I forgot to add a clip plane there

Re: History Public Beta
Posted: Mon Nov 19, 2007 3:23 pm
by g0th-
g0th- wrote:The only thing That I didn't like would be in the regeneration room and the connecting YA room where the red walls meets the grey/white walls. Also if you move from quad to RA you pass a little "room" with caves on the right side. Perhaps a pillar in the corner could be something to add there to make it look a bit more stable and structural. This is especially noticeable when you're watching it from the ground above, but the later its just a minor thing.
Hipshot wrote:
It's just my laziness that hasn't made a proper cross texture from the red to the white and also that I in some way like the sharpness, even though it would fit better with let say a golden trim texture that separates the red and the white. I'm not entirely sure what you mean with the latter, can you maybe screen and paint for me?
Here's 2 images explaining what I mean. Blue lines is supposed to be a pillar of some sort like the one you have on the right side.

Re: History Public Beta
Posted: Wed Nov 21, 2007 4:05 am
by LANKe
Sorry, for the delayed reply, but I got this map working, and it runs fine. It needs some player clipping though. I RJed over a wall and got stuck. I had to /kill

Re: History Public Beta
Posted: Sun Aug 16, 2009 9:18 pm
by AEon
Feedback...
General Suggestions
This re-make of your original is really interesting and the terrain certainly is very nice, and gives the player that very "safe" feeling, of knowing that there is no chance to ever fall "out" of the map (tad sarcasm there). That said a few breaks letting the player look out of the outer wall windows would, IMO, be nice non-the-less.
The new textures are really nice as well, though I also like the original ones.
- [lvlshot]http://aeons.poweredbylasers.com/tmp/mapping/misc/history-1.jpg[/lvlshot]
a) Near the GL arc, some sparklies.
b) Near RA, sparklies.
c) Above Quad, sparklies.
d) Opposite the RA sparklies on that one stone tile, and also a bit of z-fighting where the stone intersects the "wall's edge".
e) Near JP, sparklies.
f) And some more sparklies there.
- [lvlshot]http://aeons.poweredbylasers.com/tmp/mapping/misc/history-2.jpg[/lvlshot]
a) I am not quite sure if this is just my "preference" (probably is), but usually valuable items like weapons and armor should actively be sought after, i.e. the player needs to go out of his way to actually pick them up. Placing the items right *in* the path makes it somewhat impossible to miss them. The hope of the other players being, that the guy passing actually did run past that item. Off-centering the LG, will not look as neat, but might help along those lines.
b) See a), same is even more true for the YA here, IMO.
c) The new terrain based upper walkway cannot be accessed from below. A JP someway along the long lower path would help the players get up there.
d) The ceiling seems to need some (painstaking) mitering, so save some tris.
e) Your ceilings - by default - seem to be among the most beautiful parts in your maps. Pity most folks will rarely look up there in FFA.
f) The JP here catapults the player straight up. This per se is fine, since players will actively use their air-control to get to the RL. Alas the bots tend to have issues with this, they need the JP trigger to "push" them (up and forward in this case) onto the upper edge of the JP.
I tried to compile an .aas file from the .bsp, but the terrain seems to be causing such a raucous that, a compile completely failed. Hope that can be fixed for us to bot-test the map at some point.
By now it's official, of all your maps, I love Solar the "mostest"
