[BETA 005 *19.02.11*] Lumen

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
RasaArt
Posts: 18
Joined: Wed Jan 05, 2011 8:50 pm

[BETA 005 *19.02.11*] Lumen

Post by RasaArt »

Hi guys!

I am pretty fresh in q3 mapping stuff...but I worked with few commercial projects for PC or ps3 FPS games ;)) . Now I have a vacations and want to create something good for hardcore gamers, just for fun.

I watched tons of demos, tons of vods, and downloaded tons of maps... after all, i started working on mine map.


LUMEN 005 - arrives
Map is pretty small, 1on1 duel, vq3 gameplay.


DOWNLOAD gameshare: http://www.gamefront.com/files/20022878 ... en_005.pk3
DOWNLOAD megafile: http://www.megaupload.com/?d=XVAABFR4

---------------INFO_005---------------
weapons: 1x RL, 1x LG, 1x RG,1x GL,0x PG, 1x SG
addons: 1x RA, 1x YA,1x MH, 0x 50hp, 3x 25hp, 7x Bubbles, 6x Shards,
---------------CHANGELOG_005---------------
*Bots added
*Green armor added
*Boxes added
*Teleport to RA added
*Bigger RL-ammo area
*Easier jump to YA
*Some health moved
*Clips added
*Lift to RL ammo added
*Jumppad to RL added
*Details added
---------------TO DO 006---------------
*Doors models
*Jumppad models
*Teleports models
*Lifts models
---------------INFO_004---------------
weapons: 1x RL, 1x LG, 1x RG,1x GL,0x PG, 1x SG
addons: 1x RA, 1x YA, 6x Shards, 0x 50hp, 3x 25hp, 4x Bubbles

---------------CHANGELOG_004---------------
*Fixed weapon placement
*Fixed ammos placement
*Fixed health and shards placement
*Textures added
*Details added
*Caulk / Detail brush added
*Player clips
*Spawns fixed
*Sky added

---------------TO DO 005---------------
*Boxes models
*Nav bots file
---------------INFO_003(DaEngineer's ver.)---------------
weapons: 1x RL, 1x LG, 1x RG,0x GL, 0x PG, 1x SG
addons: 1x RA, 1x YA, 11x Shards, 0x 50hp, 3x 25hp, 4x Bubbles

---------------CHANGELOG_003---------------
*New weapon placement (DaEngineer)
*New ammos placement (DaEngineer)
*New health and shards placement (DaEngineer)
---------------INFO_002---------------
weapons: 1x RL, 1x LG, 1x RG, 1x GL, 1x PG, 1x SG
addons: 1x RA, 1x YA, 11x Shards, 1x 50hp, 4x 25hp, 4x Bubbles

---------------CHANGELOG_002---------------
*New weapon placement (DaEngineer,Anthem,obsidian)
*New ammos placement (DaEngineer,Anthem,obsidian)
*New health and shards placement (DaEngineer,Anthem,obsidian)
*Detail brushes - added
*Clip work - added
*Jumppads - fixed (DaEngineer)
Image
Image
Image
Image

QUAKE 3 SERVER : germany.maverickservers.com:27961 - by http://www.maverickservers.com/

QL version http://www.esreality.com/?a=post&id=2037906
Last edited by RasaArt on Sun Feb 20, 2011 10:25 am, edited 13 times in total.
DaEngineer
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

Re: [BETA001] Lumen

Post by DaEngineer »

That map looks promising. I have a few suggestions:
  • the railgun can only be reached by crouching. The player's much too vulnerable in this time. Leave that small gap in the wall where it is, but increase the size of the opening where the RG is, so it can be grabbed while running.
  • there are two packs of LG ammo right next to the LG. I'd put them somewhere else to make the player hunt for them
  • the jumppads are a bit too strong in general. Especially the one leading to the LG feels too powerful. Decrease it's force a little
  • later on, make the skybox much higher to allow rocket jumping in this area
  • where the LG is (yeah, the evil LG again :D) push the walls in like this:

    Image

    This way navigation in this area will feel more fluently
This map already feels like it's going to be a nice one. I'll have to play it longer to be able to tell if your itemplacement can be improved, but I'll surely do that. What texture style are you planning to use?
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RasaArt
Posts: 18
Joined: Wed Jan 05, 2011 8:50 pm

Re: [BETA001] Lumen

Post by RasaArt »

wow! so fast answer thx u very much :)
so
1) ye. Rail idea is a bit weird but i did that cuz rail on that map is so strange, so i guess gameplay needed that, but its just my imagination of gameplay.
2) hmm...
3) You are right.
4) No problem :)
5) Agree, one more time!

Texture style... i was thinking about two sceneries.
Urban brooklyn, with many punk art, neons, dirty pipes, grafities, blocks etc...
or
Forgotten Factory with plants.
:)
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: [BETA001] Lumen

Post by Anthem »

I like the connectivity of this map. The item layout is a tad sloppy, though. There are too many weapon pickups in groups (too many different weapons in one area) and there are a few of the same weapon within a second or two of each other. Both of the weapons of which there are two -- the Rocket Launcher and Shotgun -- are extremely close to each other, so it isn't necessary to have two in the map. Another problem I saw was that the Lightning Gun area seems to be an afterthought. The rest of the map is so connective, and then there is a dead end jump pad platform for the Lightning Gun. I think if you are able to spread the weapons around a bit you could incorporate the Lightning Gun into the flow of the layout. I also think the Grenade Launcher would be better on an upper level since it is used to spam lower levels. I also don't like when ammo boxes are so close to the weapon for which they give ammo. Instead of having the Lightning Gun ammunition next to the Lightning Gun, I would spread them around the map a bit more.

Another small issue is the distribution of health and armor. Next to the yellow armor is a +50 health bubble. This should not be the case. Instead, separate the +50 health bubble and the yellow armor as you would with a red armor and mega health. The mega health and red armor may need to be moved a bit due to their locations relative to the weapons around them. The mega health is extremely close to the Rocket Launcher, which may be seen as overpowered. The red armor is really close to the Railgun, which also may seem overpowered. Consider this if you change your layout. Good weapons to have close to the mega health are the Shotgun, Grenade Launcher and Plasma Gun. They are useful in their own ways, but they aren't entirely as powerful as the Rocket Launcher, Lightning Gun or Railgun.

The map looks promising, though. Keep up the good work.
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obsidian
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Re: [BETA001] Lumen

Post by obsidian »

Agree with the above on item placement. Q3 is a game of control for items so item placement is crucial to gameplay. Keep large items like armour, mega and other power-ups away from one another, you shouldn't be able to grab 2 or more very quickly.

In Q3, you would almost never put ammo right next to the gun. Keep ammo sparse and in places that are further away from the gun.

The overall goal on item placement is to prevent any one area from becoming to powerful. It allows players to camp the area and continuously do laps around a certain section to keep topping up on important items. This leads to imbalance. Instead, you want to spread stuff out so the player is forced to keep moving to opposite ends of the map for items that he may potentially need.


Also, Dexter Season 5?
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RasaArt
Posts: 18
Joined: Wed Jan 05, 2011 8:50 pm

Re: [BETA001] Lumen

Post by RasaArt »

thx a lot, these answers gave me new look at gameplay! Now i can modify items placement for better, i guess.

Is it good time to make 002 or I should still waiting for more answers?:-) becouse in my experience, we made new revisions few times in a week, im not sure how it looks in q3 scene.

PS. Lumen was so cute ;-)
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: [BETA001] Lumen

Post by Anthem »

I would make 2 revisions a week at the most. Otherwise we are overwhelmed and unable to help. Keep it up for a day or two more to see if anyone else wants to add their input unless you are content with what you have right now and can make changes. If you do make changes, make a change log of exactly what you changed. This will help guide those who have been reading the topic through that which they should inspect.

Essentially, just make sure everyone has the time to comment at least until you get the feedback you desire.
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RasaArt
Posts: 18
Joined: Wed Jan 05, 2011 8:50 pm

Re: [BETA001] Lumen

Post by RasaArt »

Guys, is any chance to get textures from QuakeLive? I saw there a awesome bricks textures used on map called qzca1. Can i loan it or its prohibited?

Lumen002 , soon! tonight! with few geometry changes and new item placement! :)
Image
Last edited by RasaArt on Mon Jan 10, 2011 4:46 pm, edited 3 times in total.
obsidian
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Re: [BETA001] Lumen

Post by obsidian »

You are not legally permitted to use Quake Live exclusive game assets for Quake 3 and vice versa.
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RasaArt
Posts: 18
Joined: Wed Jan 05, 2011 8:50 pm

Re: [BETA002] Lumen

Post by RasaArt »

HI mates!
i did that best as i can, but still waiting for criticism :-)

Lumen_002
---------------INFO_002---------------
weapons: 1x RL, 1x LG, 1x RG, 1x GL, 1x PG, 1x SG
addons: 1x RA, 1x YA, 11x Shards, 1x 50hp, 4x 25hp, 4x Bubbles

---------------CHANGELOG_002---------------
*New weapon placement (DaEngineer,Anthem,obsidian)
{RG moved to SG_mh_001} {LG moved to SG_gl_001} {GL moved to RL_mh_001} {SG moved to mh area} {PG added to LG_001} {SG_gl_001 - deleted}

*New ammos placement (DaEngineer,Anthem,obsidian)

*New health and shards placement (DaEngineer,Anthem,obsidian)
{50hp moved to ~RG_002} {25hp added to 50hp_001} {25hp added to ~LG_002} {4x shards added to mh area} {1x shard tele area - deleted}

*Detail brushes - added

*Clip work - added

*Jumppads - fixed (DaEngineer)


DOWNLOAD rapid: http://rapidshare.com/files/441874669/map_Lumen_002.pk3
DOWNLOAD speedyshare: http://www.speedyshare.com/files/261867 ... en_002.pk3
DaEngineer
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

Re: [BETA002] Lumen

Post by DaEngineer »

I played your map again. The details you have added are nice, but the item layout is still much too scattered, with too much items in total. I decompiled your map, deleted all the weapons, tried to find new places for them, corrected some ideas I first had and then worked on the ammo. Here's what I changed in detail:

- deleted the PG and the GL (and all their ammo boxes). RG, RL, SG and LG remain
- the railgun stays where you've put it
- moved the YA next to the PG and the RL ammo to the place where the PG was
- deleted the playerspawn that's intersecting the 25 health on the socket behind the YA
- replaced the GL at the jumppad with the shotgun
- replaced the LG on the orange socket with the RL
- put the LG on the floor of the big room with the RG ammo and the 25 health on a crate
- splitted up the 50 health bubble into 2x25 health. The first bubble stays where the 50 bubble was, the second one can be found on the balcony with the PG ammo (=> PG ammo replaced with 25 health)
- RL ammo and SG ammo near the LG (now RL) replaced with one pack of LG ammo
- all other items I've not mentioned stay where they are

I played against Xaero, Hunter and Anarki (1on1) with this item layout and it played damn well. Give it a try and tell me, what you think about.
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clownfart
Posts: 15
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Re: [BETA002] Lumen

Post by clownfart »

For those wondering those textures are made by the Warsow mapper 36. You can get the latest ones from there:
http://www.warsow.net/forum/mapping/topic-22806/
deqer
Posts: 298
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Re: [BETA002] Lumen

Post by deqer »

you didn't give up on this, did you RasaArt?
RasaArt
Posts: 18
Joined: Wed Jan 05, 2011 8:50 pm

Re: [BETA002] Lumen

Post by RasaArt »

no! hell no:)
im still working on it... now i have a little delay becouse my desktop died, and i have to work on laptop so it is a bit harder but i make a progress step by step;]

thx :)

PS. ye DaEngineer , i included 75% of your ideas:)
cityy
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Re: [BETA002] Lumen

Post by cityy »

RasaArt wrote: now i have a little delay becouse my desktop died
This seems to be some kind of trend lately.
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RasaArt
Posts: 18
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Re: [BETA002] Lumen

Post by RasaArt »

guys... i extracted pak0 ... pak7 and i didnt find any md3 or ase misc_model, where can i get it ?:[ i needa a orginal lights or torches.
DaEngineer
Posts: 210
Joined: Fri May 28, 2010 2:30 pm

Re: [BETA002] Lumen

Post by DaEngineer »

They can be found in the pak0.pk3. Go to models\mapobjects. Are you sure there aren't the ones you are looking for? You have to extract the models folder to open it in Radiant, but I guess you already know that.
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RasaArt
Posts: 18
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Re: [BETA002] Lumen

Post by RasaArt »

hmmm... i did that before but in pak0 models/mapobjects are only jpgs and tga... eee... any idea?
DaEngineer
Posts: 210
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Re: [BETA002] Lumen

Post by DaEngineer »

You are right, my fault. Download the Quake 3 Media Update here, it contains all textures that are necessary for Radiant as well as the models.
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RasaArt
Posts: 18
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Re: [BETA002] Lumen

Post by RasaArt »

Models works perfectly...
but... :( quake engine doesn't like me i guess cuz, now i have a problems with SKY, i used textures /skies/dimclouds (or base) but it doesn't work.
Last edited by RasaArt on Thu Feb 17, 2011 9:29 am, edited 1 time in total.
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MKJ
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Re: [BETA002] Lumen

Post by MKJ »

you dont have fastsky turned on do you?
RasaArt
Posts: 18
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Re: [BETA002] Lumen

Post by RasaArt »

no :/ it doesnt make any effect r_fastsky 1/0, sky texture still looks like a default sky texture without any shader.
User avatar
mrd
Posts: 4289
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Re: [BETA002] Lumen

Post by mrd »

Make sure the skies.shader is included in your shaderlist.txt so the compiler knows to reference that shader file. Other than that... try some other sky textures to see if they all do it or just that one.
RasaArt
Posts: 18
Joined: Wed Jan 05, 2011 8:50 pm

Re: [BETA002] Lumen

Post by RasaArt »

Little bump:)

Preview Lumen_003. (+sharpen)

Image
Image
Image

-regards
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: [BETA002] Lumen

Post by Anthem »

n1

Looking forward to playing it.
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