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[BETA] subctf5 (Q3 CTF map)
Posted: Tue Jun 14, 2011 5:24 pm
by subst
Hi again! :p
As I'm slowly finishing my previous map I have already started building a new one and this is the first beta of it.
It is a CTF again and again not too large one, however this time comming in kinda industrial style.
readme:
http://gsurfaces.ic.cz/subctf5.txt
some screens:
http://gsurfaces.ic.cz/subctf51.jpg
http://gsurfaces.ic.cz/subctf52.jpg
http://gsurfaces.ic.cz/subctf53.jpg
http://gsurfaces.ic.cz/subctf54.jpg
http://gsurfaces.ic.cz/subctf55.jpg
download (~4MB):
PK3-
http://gsurfaces.ic.cz/subctf5.pk3
ZIP-
http://gsurfaces.ic.cz/subctf5.zip
Please let me know what do you think about it, about things to improve or bugs to fix : )
Re: [BETA] subctf5 (Q3 CTF map)
Posted: Tue Jun 14, 2011 5:59 pm
by obsidian
Only did a quick run-around, but I like!
Re: [BETA] subctf5 (Q3 CTF map)
Posted: Tue Jun 14, 2011 7:26 pm
by Noruen
Looks good! I like layout.
Seems like I have a new czech colleague here

Re: [BETA] subctf5 (Q3 CTF map)
Posted: Tue Jun 14, 2011 7:33 pm
by subst
obsidian Hey! Thanks for the comment and screenshots : )
Textures - fixed
Sparklies 1 - fixed, but only by covering with extra detail brushes, there was nothing strange about that area and the problem kept appearing even after rebuilding or tmaking the brushes overlap
Sparklies 2 - fixed, there was a tiny grid-mismatch
I will update the link a bit later, as there still might be more to fix/change :p
Btw, on your screenshots it appears to be very dark.
For playing I'm using r_gamma 1.7 , but for mapping I rather decreased it to 1.5 to prevent my maps from being too dark on different settings. But maybe it's still not enough, although I know people usually play with higher gamma. I was just wondering what could be the best or recommended value to use when building maps. First I was thinking about going with the default - r_gamma 1, but with this just any map seems to be too dark, even the in-game menus are :p
Noruen ahoj! :p and thanks, glad you like it!
Re: [BETA] subctf5 (Q3 CTF map)
Posted: Tue Jun 14, 2011 8:44 pm
by obsidian
subst wrote:Sparklies 1 - fixed, but only by covering with extra detail brushes, there was nothing strange about that area and the problem kept appearing even after rebuilding or tmaking the brushes overlap
Actually, the sparklies are caused by some T-junctions which are created in part by the roof which needs mitring. There might be some other things that need tweaking in the surrounding geometry, but I can't really see at this point. Try to clean things up a bit and mitre mitre mitre!
subst wrote:Btw, on your screenshots it appears to be very dark.
I'm using r_gamma 1.0. These are default settings and I usually recommend testing maps with default video settings.
Re: [BETA] subctf5 (Q3 CTF map)
Posted: Tue Jun 14, 2011 10:23 pm
by Theftbot
reminds me of fkd's style of using brushes. Very nice.
Re: [BETA] subctf5 (Q3 CTF map)
Posted: Wed Jun 15, 2011 10:06 am
by subst
obsidian Oh, thanks for explaining, I didn't know about this :o. I should learn more about it since I'm afraid I got some bad mapping habits :p. It's a little miracle that my maps are not full of such spots. I thought sparklies appeared only with problematic patches, and that happened to me only once before, so I was a bit surprised to see it here.
edit: the thing with the roof brush works well, thanks : )
Theftbot Thanks! Glad you like it. : )
Re: [BETA] subctf5 (Q3 CTF map)
Posted: Wed Jun 15, 2011 3:36 pm
by obsidian
The usual reason why patches cause sparklies are also because they can create T-junctions between the patch edge and surrounding brushes. Eliminate the T-junctions and no more sparklies, it's universal.
Glad you were able to fix it.